Material container, all items can have materials, wake me up

cant wake up

go to sleep debug
This commit is contained in:
xxalpha
2015-07-01 03:34:47 +01:00
parent 3329970b55
commit cfb5e724b6
94 changed files with 921 additions and 802 deletions
+11 -1
View File
@@ -166,4 +166,14 @@
//transfer_ai() defines. Main proc in ai_core.dm
#define AI_TRANS_TO_CARD 1 //Downloading AI to InteliCard.
#define AI_TRANS_FROM_CARD 2 //Uploading AI from InteliCard
#define AI_MECH_HACK 3 //Malfunctioning AI hijacking mecha
#define AI_MECH_HACK 3 //Malfunctioning AI hijacking mecha
//Material defines
#define MAT_METAL "$metal"
#define MAT_GLASS "$glass"
#define MAT_SILVER "$silver"
#define MAT_GOLD "$gold"
#define MAT_DIAMOND "$diamond"
#define MAT_URANIUM "$uranium"
#define MAT_PLASMA "$plasma"
#define MAT_BANANIUM "$bananium"
+198 -32
View File
@@ -1,6 +1,5 @@
/*
This datum should be used for handling mineral contents of machines and whatever else is supposed to hold minerals and make use of them.
One mineral_container var can only handle one type of mineral.
Variables:
amount - raw amount of the mineral this container is holding, calculated by the defined value MINERAL_MATERIAL_AMOUNT=2000.
@@ -9,23 +8,34 @@
owner - object that this container is being used by, used for output.
MAX_STACK_SIZE - size of a stack of mineral sheets. Constant.
*/
/datum/mineral_container
#define TYPE_METAL 1
#define TYPE_GLASS 2
#define TYPE_SILVER 4
#define TYPE_GOLD 8
#define TYPE_DIAMOND 16
#define TYPE_URANIUM 32
#define TYPE_PLASMA 64
#define TYPE_BANANIUM 128
/datum/material_container
var/amount
var/total_amount = 0
var/max_amount
var/sheet_type
var/obj/owner
var/list/materials = list(MAT_METAL=0, MAT_GLASS=0, MAT_SILVER=0, MAT_GOLD=0, MAT_DIAMOND=0, MAT_URANIUM=0, MAT_PLASMA=0, MAT_BANANIUM=0)
var/valid_minerals = 0
//MAX_STACK_SIZE = 50
//MINERAL_MATERIAL_AMOUNT = 2000
/datum/mineral_container/New(obj/O, type, max_amt = 0, amt = 0)
if(!O) return
/datum/material_container/New(obj/O, valid_m = 0, max_amt = 0)
owner = O
sheet_type = type
amount = max(0, amt)
max_amount = max(0, max_amt)
valid_minerals = valid_m
//For inserting an amount of mineral sheets
/datum/mineral_container/proc/insert(sheet_amt)
/datum/material_container/proc/insert(sheet_amt)
if(sheet_amt > 0)
var/amt = sheet_amt * MINERAL_MATERIAL_AMOUNT
if(amt <= (max_amount - amount))
@@ -34,7 +44,7 @@
return 0
//For inserting a mineral sheet
/datum/mineral_container/proc/insert_sheet(obj/S)
/datum/material_container/proc/insert_sheet(obj/S)
if(accepts(S))
if(!isFull())
var/obj/item/stack/sheet/sheet = S
@@ -47,23 +57,132 @@
return -1
//For inserting an amount of material
/datum/mineral_container/proc/insert_amount(amt)
/datum/material_container/proc/insert_amount(amt)
if(amt > 0 & !isFull())
if(amt <= max_amount - amount)
amount += amt
return amt
return 0
//For consuming material (amt = amount of material)
/datum/mineral_container/proc/use_amount(amt)
if(amt > 0 & !isEmpty())
if(amount >= amt)
amount -= amt
return amt
return 0
/datum/material_container/proc/insert_stack(obj/item/stack/S, amt = 0)
if(!amt)
amt = S.amount
var/material_amt = S.get_item_materials_amount()
while(isFull(material_amt * amt))
amt--
if(!amt)
return 0
for(var/i=0, i < amt, i++)
insert_materials(S)
S.use(amt)
return amt
/datum/material_container/proc/insert_item(obj/item/I)
if(!I)
return 0
if(istype(I,/obj/item/stack))
return insert_stack(I)
var/amt = I.get_item_materials_amount()
if(!amt || isFull(amt))
return 0
insert_materials(I)
return amt
/datum/material_container/proc/insert_materials(obj/item/I) //for internal usage only
if(valid_minerals & TYPE_METAL)
materials[MAT_METAL] += I.materials[MAT_METAL]
total_amount += I.materials[MAT_METAL]
if(valid_minerals & TYPE_GLASS)
materials[MAT_GLASS] += I.materials[MAT_GLASS]
total_amount += I.materials[MAT_GLASS]
if(valid_minerals & TYPE_SILVER)
materials[MAT_SILVER] += I.materials[MAT_SILVER]
total_amount += I.materials[MAT_SILVER]
if(valid_minerals & TYPE_GOLD)
materials[MAT_GOLD] += I.materials[MAT_GOLD]
total_amount += I.materials[MAT_GOLD]
if(valid_minerals & TYPE_DIAMOND)
materials[MAT_DIAMOND] += I.materials[MAT_DIAMOND]
total_amount += I.materials[MAT_DIAMOND]
if(valid_minerals & TYPE_URANIUM)
materials[MAT_URANIUM] += I.materials[MAT_URANIUM]
total_amount += I.materials[MAT_URANIUM]
if(valid_minerals & TYPE_PLASMA)
materials[MAT_PLASMA] += I.materials[MAT_PLASMA]
total_amount += I.materials[MAT_PLASMA]
if(valid_minerals & TYPE_BANANIUM)
materials[MAT_BANANIUM] += I.materials[MAT_BANANIUM]
total_amount += I.materials[MAT_BANANIUM]
//For consuming material
/datum/material_container/proc/use_amount(list/mats)
if(!mats || !mats.len)
return 0
if(materials[MAT_METAL] < mats[MAT_METAL])
return 0
if(materials[MAT_GLASS] < mats[MAT_GLASS])
return 0
if(materials[MAT_SILVER] < mats[MAT_SILVER])
return 0
if(materials[MAT_GOLD] < mats[MAT_GOLD])
return 0
if(materials[MAT_DIAMOND] < mats[MAT_DIAMOND])
return 0
if(materials[MAT_URANIUM] < mats[MAT_URANIUM])
return 0
if(materials[MAT_PLASMA] < mats[MAT_PLASMA])
return 0
if(materials[MAT_BANANIUM] < mats[MAT_BANANIUM])
return 0
var/total_amount_save = total_amount
materials[MAT_METAL] -= mats[MAT_METAL]
total_amount -= mats[MAT_METAL]
materials[MAT_GLASS] -= mats[MAT_GLASS]
total_amount -= mats[MAT_GLASS]
materials[MAT_SILVER] -= mats[MAT_SILVER]
total_amount -= mats[MAT_SILVER]
materials[MAT_GOLD] -= mats[MAT_GOLD]
total_amount -= mats[MAT_GOLD]
materials[MAT_DIAMOND] -= mats[MAT_DIAMOND]
total_amount -= mats[MAT_DIAMOND]
materials[MAT_URANIUM] -= mats[MAT_URANIUM]
total_amount -= mats[MAT_URANIUM]
materials[MAT_PLASMA] -= mats[MAT_PLASMA]
total_amount -= mats[MAT_PLASMA]
materials[MAT_BANANIUM] -= mats[MAT_BANANIUM]
total_amount -= mats[MAT_BANANIUM]
return total_amount_save - total_amount
/datum/material_container/proc/use_amount_type(amt, material_type)
if(materials[material_type] < amt)
return 0
materials[material_type] -= amt
total_amount -= amt
return amt
//For consuming material (sheet_amt = amount of material equivalent to a number of sheets)
/datum/mineral_container/proc/use_sheets(sheet_amt)
/datum/material_container/proc/use_sheets(sheet_amt)
if(sheet_amt > 0 & !isEmpty())
if(amount >= (sheet_amt * MINERAL_MATERIAL_AMOUNT))
amount -= sheet_amt
@@ -71,8 +190,8 @@
return 0
//For spawning mineral sheets
/datum/mineral_container/proc/retrieve(sheet_amt)
if(sheet_amt > 0 && amount >= (sheet_amt * MINERAL_MATERIAL_AMOUNT))
/datum/material_container/proc/retrieve(sheet_amt, sheet_type, MAT)
if(sheet_amt > 0 && materials[MAT] >= (sheet_amt * MINERAL_MATERIAL_AMOUNT))
var/count = 0
var/obj/item/stack/sheet/S
@@ -80,38 +199,85 @@
S = new sheet_type(get_turf(owner))
S.amount = MAX_STACK_SIZE
count += MAX_STACK_SIZE
amount -= MAX_STACK_SIZE * MINERAL_MATERIAL_AMOUNT
materials[MAT] -= MAX_STACK_SIZE * MINERAL_MATERIAL_AMOUNT
total_amount -= MAX_STACK_SIZE * MINERAL_MATERIAL_AMOUNT
sheet_amt -= MAX_STACK_SIZE
if(round(amount / MINERAL_MATERIAL_AMOUNT))
if(round(materials[MAT] / MINERAL_MATERIAL_AMOUNT))
S = new sheet_type(get_turf(owner))
S.amount = sheet_amt
count += sheet_amt
amount -= sheet_amt * MINERAL_MATERIAL_AMOUNT
materials[MAT] -= sheet_amt * MINERAL_MATERIAL_AMOUNT
total_amount -= sheet_amt * MINERAL_MATERIAL_AMOUNT
return count
return 0
/datum/mineral_container/proc/retrieve_amount(amt)
return retrieve(amount2sheet(amt))
/datum/material_container/proc/retrieve_sheets(sheet_amt, material_type)
switch(material_type)
if(MAT_METAL)
return retrieve(sheet_amt, /obj/item/stack/sheet/metal, MAT_METAL)
if(MAT_GLASS)
return retrieve(sheet_amt, /obj/item/stack/sheet/glass, MAT_GLASS)
if(MAT_SILVER)
return retrieve(sheet_amt, /obj/item/stack/sheet/mineral/silver, MAT_SILVER)
if(MAT_GOLD)
return retrieve(sheet_amt, /obj/item/stack/sheet/mineral/gold, MAT_GOLD)
if(MAT_DIAMOND)
return retrieve(sheet_amt, /obj/item/stack/sheet/mineral/diamond, MAT_DIAMOND)
if(MAT_URANIUM)
return retrieve(sheet_amt, /obj/item/stack/sheet/mineral/uranium, MAT_URANIUM)
if(MAT_PLASMA)
return retrieve(sheet_amt, /obj/item/stack/sheet/mineral/plasma, MAT_PLASMA)
if(MAT_BANANIUM)
return retrieve(sheet_amt, /obj/item/stack/sheet/mineral/bananium, MAT_BANANIUM)
else
return 0
/datum/mineral_container/proc/retrieve_all()
return retrieve(amount2sheet(amount))
/datum/material_container/proc/retrieve_amount(amt, material_type)
return retrieve_sheets(amount2sheet(amt),material_type)
/datum/mineral_container/proc/accepts(obj/O)
/datum/material_container/proc/retrieve_all()
var/result = 0
result += retrieve_sheets(amount2sheet(materials[MAT_METAL]), MAT_METAL)
result += retrieve_sheets(amount2sheet(materials[MAT_GLASS]), MAT_GLASS)
result += retrieve_sheets(amount2sheet(materials[MAT_SILVER]), MAT_SILVER)
result += retrieve_sheets(amount2sheet(materials[MAT_GOLD]), MAT_GOLD)
result += retrieve_sheets(amount2sheet(materials[MAT_DIAMOND]), MAT_DIAMOND)
result += retrieve_sheets(amount2sheet(materials[MAT_URANIUM]), MAT_URANIUM)
result += retrieve_sheets(amount2sheet(materials[MAT_PLASMA]), MAT_PLASMA)
result += retrieve_sheets(amount2sheet(materials[MAT_BANANIUM]), MAT_BANANIUM)
return result
/datum/material_container/proc/accepts(obj/O)
return istype(O,sheet_type)
/datum/mineral_container/proc/isFull(amt = 0)
return (amount + amt) >= max_amount
/datum/material_container/proc/isFull(amt = 0)
return (total_amount + amt) > max_amount
/datum/mineral_container/proc/isEmpty(amt = 0)
/datum/material_container/proc/isEmpty(amt = 0)
return (amount - amt) <= 0
/datum/mineral_container/proc/amount2sheet(amt)
/datum/material_container/proc/amount2sheet(amt)
if(amt >= MINERAL_MATERIAL_AMOUNT)
return round(amt / MINERAL_MATERIAL_AMOUNT)
return 0
/datum/mineral_container/proc/sheet2amount(sheet_amt)
/datum/material_container/proc/sheet2amount(sheet_amt)
if(sheet_amt > 0)
return sheet_amt * MINERAL_MATERIAL_AMOUNT
return 0
/datum/material_container/proc/amount(material_type)
return materials[material_type]
/datum/material_container/proc/can_insert(obj/item/I)
var/result = 0
result += valid_minerals & TYPE_METAL ? I.materials[MAT_METAL] : 0
result += valid_minerals & TYPE_GLASS ? I.materials[MAT_GLASS] : 0
result += valid_minerals & TYPE_SILVER ? I.materials[MAT_SILVER] : 0
result += valid_minerals & TYPE_GOLD ? I.materials[MAT_GOLD] : 0
result += valid_minerals & TYPE_DIAMOND ? I.materials[MAT_DIAMOND] : 0
result += valid_minerals & TYPE_URANIUM ? I.materials[MAT_URANIUM] : 0
result += valid_minerals & TYPE_PLASMA ? I.materials[MAT_PLASMA] : 0
result += valid_minerals & TYPE_BANANIUM ? I.materials[MAT_BANANIUM] : 0
return result
+1 -1
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@@ -8,7 +8,7 @@
item_state = "electronic"
throw_speed = 3
throw_range = 7
m_amt = 500
materials = list(MAT_METAL=500)
var/obj/item/weapon/disk/nuclear/the_disk = null
var/active = 0
+2 -4
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@@ -765,8 +765,7 @@ Just a object used in constructing air alarms
icon_state = "airalarm_electronics"
desc = "Looks like a circuit. Probably is."
w_class = 2.0
m_amt = 50
g_amt = 50
materials = list(MAT_METAL=50, MAT_GLASS=50)
/*
@@ -1125,8 +1124,7 @@ Just a object used in constructing fire alarms
icon_state = "door_electronics"
desc = "A circuit. It has a label on it, it says \"Can handle heat levels up to 40 degrees celsius!\""
w_class = 2.0
m_amt = 50
g_amt = 50
materials = list(MAT_METAL=50, MAT_GLASS=50)
/*
+50 -74
View File
@@ -8,12 +8,6 @@
icon_state = "autolathe"
density = 1
var/m_amount = 0.0
var/max_m_amount = 150000.0
var/g_amount = 0.0
var/max_g_amount = 75000.0
var/operating = 0.0
anchored = 1.0
var/list/L = list()
@@ -37,6 +31,8 @@
var/selected_category
var/screen = 1
var/datum/material_container/materials
var/list/categories = list(
"Tools",
"Electronics",
@@ -56,6 +52,7 @@
component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
component_parts += new /obj/item/weapon/stock_parts/manipulator(null)
component_parts += new /obj/item/weapon/stock_parts/console_screen(null)
materials = new /datum/material_container(src, TYPE_METAL|TYPE_GLASS)
RefreshParts()
wires = new(src)
@@ -103,12 +100,7 @@
if (panel_open)
if(istype(O, /obj/item/weapon/crowbar))
if(m_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc)
G.amount = round(m_amount / MINERAL_MATERIAL_AMOUNT)
if(g_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc)
G.amount = round(g_amount / MINERAL_MATERIAL_AMOUNT)
materials.retrieve_all()
default_deconstruction_crowbar(O)
return 1
else
@@ -117,45 +109,31 @@
if (stat)
return 1
if (src.m_amount + O.m_amt > max_m_amount)
user << "<span class='warning'>The autolathe is full. Please remove metal from the autolathe in order to insert more.</span>"
return 1
if (src.g_amount + O.g_amt > max_g_amount)
user << "<span class='warning'>The autolathe is full. Please remove glass from the autolathe in order to insert more.</span>"
return 1
if (!O.m_amt && !O.g_amt)
var/material_amount = materials.can_insert(O)
if(!material_amount)
user << "<span class='warning'>This object does not contain sufficient amounts of metal or glass to be accepted by the autolathe.</span>"
return 1
if(materials.isFull(material_amount))
user << "<span class='warning'>The autolathe is full. Please remove metal or glass from the autolathe in order to insert more.</span>"
return 1
if(!user.unEquip(O))
user << "<span class='warning'>\The [O] is stuck to you and cannot be placed into the autolathe.</span>"
return 1
var/amount = 1
var/obj/item/stack/stack
var/m_amt = O.m_amt
var/g_amt = O.g_amt
if (istype(O, /obj/item/stack))
stack = O
amount = stack.amount
if (m_amt)
amount = min(amount, round((max_m_amount-src.m_amount)/m_amt))
flick("autolathe_o",src)//plays metal insertion animation
if (g_amt)
amount = min(amount, round((max_g_amount-src.g_amount)/g_amt))
flick("autolathe_r",src)//plays glass insertion animation
stack.use(amount)
else
if(!user.unEquip(O))
user << "<span class='warning'>/the [O] is stuck to your hand, you can't put it in \the [src]!</span>"
O.loc = src
icon_state = "autolathe"
busy = 1
use_power(max(1000, (m_amt+g_amt)*amount/10))
src.m_amount += m_amt * amount
src.g_amount += g_amt * amount
user << "<span class='notice'>You insert [amount] sheet[amount>1 ? "s" : ""] to the autolathe.</span>"
if (O && O.loc == src)
qdel(O)
var/inserted = materials.insert_item(O)
if(inserted)
if(istype(O,/obj/item/stack))
if (O.materials[MAT_METAL])
flick("autolathe_o",src)//plays metal insertion animation
if (O.materials[MAT_GLASS])
flick("autolathe_r",src)//plays glass insertion animation
user << "<span class='notice'>You insert [inserted] sheet[inserted>1 ? "s" : ""] to the autolathe.</span>"
use_power(inserted*100)
else
user << "<span class='notice'>You insert a material total of [inserted] to the autolathe.</span>"
use_power(max(500,inserted/10))
qdel(O)
busy = 0
src.updateUsrDialog()
@@ -189,7 +167,7 @@
//multiplier checks : only stacks can have one and its value is 1, 10 ,25 or max_multiplier
var/multiplier = text2num(href_list["multiplier"])
var/max_multiplier = min(50, being_built.materials["$metal"] ?round(m_amount/being_built.materials["$metal"]):INFINITY,being_built.materials["$glass"]?round(g_amount/being_built.materials["$glass"]):INFINITY)
var/max_multiplier = min(50, being_built.materials[MAT_METAL] ?round(materials.amount(MAT_METAL)/being_built.materials[MAT_METAL]):INFINITY,being_built.materials[MAT_GLASS]?round(materials.amount(MAT_GLASS)/being_built.materials[MAT_GLASS]):INFINITY)
var/is_stack = ispath(being_built.build_path, /obj/item/stack)
if(!is_stack && (multiplier > 1))
@@ -199,12 +177,12 @@
/////////////////
var/coeff = (is_stack ? 1 : 2 ** prod_coeff) //stacks are unaffected by production coefficient
var/metal_cost = being_built.materials["$metal"]
var/glass_cost = being_built.materials["$glass"]
var/metal_cost = being_built.materials[MAT_METAL]
var/glass_cost = being_built.materials[MAT_GLASS]
var/power = max(2000, (metal_cost+glass_cost)*multiplier/5)
if((m_amount >= metal_cost*multiplier/coeff) && (g_amount >= glass_cost*multiplier/coeff))
if((materials.amount(MAT_METAL) >= metal_cost*multiplier/coeff) && (materials.amount(MAT_GLASS) >= glass_cost*multiplier/coeff))
busy = 1
use_power(power)
icon_state = "autolathe"
@@ -212,8 +190,8 @@
spawn(32/coeff)
use_power(power)
if(is_stack)
m_amount -= metal_cost*multiplier
g_amount -= glass_cost*multiplier
var/list/materials_used = list(MAT_METAL=metal_cost*multiplier, MAT_GLASS=glass_cost*multiplier)
materials.use_amount(materials_used)
for(var/obj/item/stack/S in T)
if(multiplier <= 0)
@@ -236,15 +214,11 @@
N.amount = multiplier
N.update_icon()
else
m_amount -= metal_cost/coeff
g_amount -= glass_cost/coeff
var/list/materials_used = list(MAT_METAL=metal_cost/coeff, MAT_GLASS=glass_cost/coeff)
materials.use_amount(materials_used)
var/obj/item/new_item = new being_built.build_path(T)
new_item.m_amt /= coeff
new_item.g_amt /= coeff
if(m_amount < 0)
m_amount = 0
if(g_amount < 0)
g_amount = 0
new_item.materials[MAT_METAL] /= coeff
new_item.materials[MAT_GLASS] /= coeff
busy = 0
src.updateUsrDialog()
@@ -267,15 +241,15 @@
for(var/obj/item/weapon/stock_parts/matter_bin/MB in component_parts)
tot_rating += MB.rating
tot_rating *= 25000
max_m_amount = tot_rating * 2
max_g_amount = tot_rating
materials.max_amount = tot_rating * 3
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
prod_coeff += M.rating - 1
/obj/machinery/autolathe/proc/main_win(mob/user)
var/dat = "<div class='statusDisplay'><h3>Autolathe Menu:</h3><br>"
dat += "<b>Metal amount:</b> [src.m_amount] / [max_m_amount] cm<sup>3</sup><br>"
dat += "<b>Glass amount:</b> [src.g_amount] / [max_g_amount] cm<sup>3</sup>"
dat += "<b>Total amount:</b> [materials.total_amount] / [materials.max_amount] cm<sup>3</sup><br>"
dat += "<b>Metal amount:</b> [materials.amount(MAT_METAL)] cm<sup>3</sup><br>"
dat += "<b>Glass amount:</b> [materials.amount(MAT_GLASS)] cm<sup>3</sup>"
dat += "<form name='search' action='?src=\ref[src]'>\
<input type='hidden' name='src' value='\ref[src]'>\
@@ -302,8 +276,9 @@
/obj/machinery/autolathe/proc/category_win(mob/user,var/selected_category)
var/dat = "<A href='?src=\ref[src];menu=[AUTOLATHE_MAIN_MENU]'>Return to main menu</A>"
dat += "<div class='statusDisplay'><h3>Browsing [selected_category]:</h3><br>"
dat += "<b>Metal amount:</b> [src.m_amount] / [max_m_amount] cm<sup>3</sup><br>"
dat += "<b>Glass amount:</b> [src.g_amount] / [max_g_amount] cm<sup>3</sup><hr>"
dat += "<b>Total amount:</b> [materials.total_amount] / [materials.max_amount] cm<sup>3</sup><br>"
dat += "<b>Metal amount:</b> [materials.amount(MAT_METAL)] cm<sup>3</sup><br>"
dat += "<b>Glass amount:</b> [materials.amount(MAT_GLASS)] cm<sup>3</sup>"
for(var/datum/design/D in files.known_designs)
if(!(selected_category in D.category))
@@ -315,7 +290,7 @@
dat += "<a href='?src=\ref[src];make=[D.id];multiplier=1'>[D.name]</a>"
if(ispath(D.build_path, /obj/item/stack))
var/max_multiplier = min(50, D.materials["$metal"] ?round(m_amount/D.materials["$metal"]):INFINITY,D.materials["$glass"]?round(g_amount/D.materials["$glass"]):INFINITY)
var/max_multiplier = min(50, D.materials[MAT_METAL] ?round(materials.amount(MAT_METAL)/D.materials[MAT_METAL]):INFINITY,D.materials[MAT_GLASS]?round(materials.amount(MAT_GLASS)/D.materials[MAT_GLASS]):INFINITY)
if (max_multiplier>10 && !disabled)
dat += " <a href='?src=\ref[src];make=[D.id];multiplier=10'>x10</a>"
if (max_multiplier>25 && !disabled)
@@ -331,8 +306,9 @@
/obj/machinery/autolathe/proc/search_win(mob/user)
var/dat = "<A href='?src=\ref[src];menu=[AUTOLATHE_MAIN_MENU]'>Return to main menu</A>"
dat += "<div class='statusDisplay'><h3>Search results:</h3><br>"
dat += "<b>Metal amount:</b> [src.m_amount] / [max_m_amount] cm<sup>3</sup><br>"
dat += "<b>Glass amount:</b> [src.g_amount] / [max_g_amount] cm<sup>3</sup><hr>"
dat += "<b>Total amount:</b> [materials.total_amount] / [materials.max_amount] cm<sup>3</sup><br>"
dat += "<b>Metal amount:</b> [materials.amount(MAT_METAL)] cm<sup>3</sup><br>"
dat += "<b>Glass amount:</b> [materials.amount(MAT_GLASS)] cm<sup>3</sup>"
for(var/datum/design/D in matching_designs)
if(disabled || !can_build(D))
@@ -341,7 +317,7 @@
dat += "<a href='?src=\ref[src];make=[D.id];multiplier=1'>[D.name]</a>"
if(ispath(D.build_path, /obj/item/stack))
var/max_multiplier = min(50, D.materials["$metal"] ?round(m_amount/D.materials["$metal"]):INFINITY,D.materials["$glass"]?round(g_amount/D.materials["$glass"]):INFINITY)
var/max_multiplier = min(50, D.materials[MAT_METAL] ?round(materials.amount(MAT_METAL)/D.materials[MAT_METAL]):INFINITY,D.materials[MAT_GLASS]?round(materials.amount(MAT_GLASS)/D.materials[MAT_GLASS]):INFINITY)
if (max_multiplier>10 && !disabled)
dat += " <a href='?src=\ref[src];make=[D.id];multiplier=10'>x10</a>"
if (max_multiplier>25 && !disabled)
@@ -357,19 +333,19 @@
/obj/machinery/autolathe/proc/can_build(var/datum/design/D)
var/coeff = (ispath(D.build_path,/obj/item/stack) ? 1 : 2 ** prod_coeff)
if(D.materials["$metal"] && (m_amount < (D.materials["$metal"] / coeff)))
if(D.materials[MAT_METAL] && (materials.amount(MAT_METAL) < (D.materials[MAT_METAL] / coeff)))
return 0
if(D.materials["$glass"] && (g_amount < (D.materials["$glass"] / coeff)))
if(D.materials[MAT_GLASS] && (materials.amount(MAT_GLASS) < (D.materials[MAT_GLASS] / coeff)))
return 0
return 1
/obj/machinery/autolathe/proc/get_design_cost(var/datum/design/D)
var/coeff = (ispath(D.build_path,/obj/item/stack) ? 1 : 2 ** prod_coeff)
var/dat
if(D.materials["$metal"])
dat += "[D.materials["$metal"] / coeff] metal "
if(D.materials["$glass"])
dat += "[D.materials["$glass"] / coeff] glass"
if(D.materials[MAT_METAL])
dat += "[D.materials[MAT_METAL] / coeff] metal "
if(D.materials[MAT_GLASS])
dat += "[D.materials[MAT_GLASS] / coeff] glass"
return dat
/obj/machinery/autolathe/proc/shock(mob/user, prb)
@@ -6,8 +6,7 @@
w_class = 2
anchored = 0
m_amt = 400
g_amt = 250
materials = list(MAT_METAL=400, MAT_GLASS=250)
// Motion, EMP-Proof, X-Ray
var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/sheet/mineral/plasma, /obj/item/device/analyzer)
@@ -5,8 +5,7 @@
icon = 'icons/obj/doors/door_assembly.dmi'
icon_state = "door_electronics"
w_class = 2.0 //It should be tiny! -Agouri
m_amt = 50
g_amt = 50
materials = list(MAT_METAL=50, MAT_GLASS=50)
req_access = list(access_maint_tunnels)
+3 -3
View File
@@ -78,7 +78,7 @@
/obj/machinery/droneDispenser/attackby(obj/item/O, mob/living/user)
if(istype(O, /obj/item/stack))
if(!O.m_amt && !O.g_amt)
if(!O.materials[MAT_METAL] && !O.materials[MAT_GLASS])
return ..()
var/stack = 1
var/obj/item/stack/sheets
@@ -96,8 +96,8 @@
return
user.drop_item()
O.loc = src
metal += O.m_amt * stack
glass += O.g_amt * stack
metal += O.materials[MAT_METAL] * stack
glass += O.materials[MAT_GLASS] * stack
user << "<span class='notice'>You insert [stack] sheet[stack > 1 ? "s" : ""] to [src].</span>"
if((O && O.loc == src) || !stack)
qdel(O)
+1 -2
View File
@@ -164,8 +164,7 @@ var/list/obj/machinery/newscaster/allCasters = list()
desc = "Used to build newscasters, just secure to the wall."
icon_state = "newscaster"
item_state = "syringe_kit"
m_amt = 14000
g_amt = 8000
materials = list(MAT_METAL=14000, MAT_GLASS=8000)
/obj/item/newscaster_frame/proc/try_build(turf/on_wall)
if (get_dist(on_wall,usr)>1)
+1 -1
View File
@@ -21,7 +21,7 @@
if(!O:amount)
return
while(metal_amount < 150000 && O:amount)
src.metal_amount += O:m_amt /*O:height * O:width * O:length * 100000.0*/
src.metal_amount += O:materials[MAT_METAL] /*O:height * O:width * O:length * 100000.0*/
O:amount--
count++
+26 -26
View File
@@ -14,14 +14,14 @@
var/time_coeff_tech = 1
var/resource_coeff_tech = 1
var/list/resources = list(
"$metal"=0,
"$glass"=0,
"$bananium"=0,
"$diamond"=0,
"$gold"=0,
"$plasma"=0,
"$silver"=0,
"$uranium"=0
MAT_METAL=0,
MAT_GLASS=0,
MAT_BANANIUM=0,
MAT_DIAMOND=0,
MAT_GOLD=0,
MAT_PLASMA=0,
MAT_SILVER=0,
MAT_URANIUM=0
)
var/res_max_amount = 200000
var/datum/research/files
@@ -171,8 +171,8 @@
var/location = get_step(src,(dir))
var/obj/item/I = new D.build_path(location)
I.m_amt = get_resource_cost_w_coeff(D,"$metal")
I.g_amt = get_resource_cost_w_coeff(D,"$glass")
I.materials[MAT_METAL] = get_resource_cost_w_coeff(D,MAT_METAL)
I.materials[MAT_GLASS] = get_resource_cost_w_coeff(D,MAT_GLASS)
visible_message("\icon[src] <b>\The [src]</b> beeps, \"\The [I] is complete.\"")
being_built = null
@@ -451,21 +451,21 @@
return -1
var/type
switch(mat_string)
if("$metal")
if(MAT_METAL)
type = /obj/item/stack/sheet/metal
if("$glass")
if(MAT_GLASS)
type = /obj/item/stack/sheet/glass
if("$gold")
if(MAT_GOLD)
type = /obj/item/stack/sheet/mineral/gold
if("$silver")
if(MAT_SILVER)
type = /obj/item/stack/sheet/mineral/silver
if("$diamond")
if(MAT_DIAMOND)
type = /obj/item/stack/sheet/mineral/diamond
if("$plasma")
if(MAT_PLASMA)
type = /obj/item/stack/sheet/mineral/plasma
if("$uranium")
if(MAT_URANIUM)
type = /obj/item/stack/sheet/mineral/uranium
if("$bananium")
if(MAT_BANANIUM)
type = /obj/item/stack/sheet/mineral/bananium
else
return 0
@@ -507,21 +507,21 @@
var/material
switch(W.type)
if(/obj/item/stack/sheet/mineral/gold)
material = "$gold"
material = MAT_GOLD
if(/obj/item/stack/sheet/mineral/silver)
material = "$silver"
material = MAT_SILVER
if(/obj/item/stack/sheet/mineral/diamond)
material = "$diamond"
material = MAT_DIAMOND
if(/obj/item/stack/sheet/mineral/plasma)
material = "$plasma"
material = MAT_PLASMA
if(/obj/item/stack/sheet/metal)
material = "$metal"
material = MAT_METAL
if(/obj/item/stack/sheet/glass)
material = "$glass"
material = MAT_GLASS
if(/obj/item/stack/sheet/mineral/bananium)
material = "$bananium"
material = MAT_BANANIUM
if(/obj/item/stack/sheet/mineral/uranium)
material = "$uranium"
material = MAT_URANIUM
else
return ..()
+39 -3
View File
@@ -43,8 +43,7 @@ var/global/image/fire_overlay = image("icon" = 'icons/effects/fire.dmi', "icon_s
var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers.
var/strip_delay = 40
var/put_on_delay = 20
var/m_amt = 0 // metal
var/g_amt = 0 // glass
var/list/materials = list()
var/reliability = 100 //Used by SOME devices to determine how reliable they are.
var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
var/needs_permit = 0 //Used by security bots to determine if this item is safe for public use.
@@ -493,4 +492,41 @@ var/global/image/fire_overlay = image("icon" = 'icons/effects/fire.dmi', "icon_s
var/obj/item/weapon/storage/S = loc
S.remove_from_storage(src,newLoc)
return 1
return 0
return 0
/obj/item/proc/get_item_materials()
if(!materials.len)
return 0
var/material_types = 0
if(materials[MAT_METAL])
material_types |= TYPE_METAL
if(materials[MAT_GLASS])
material_types |= TYPE_GLASS
if(materials[MAT_SILVER])
material_types |= TYPE_SILVER
if(materials[MAT_GOLD])
material_types |= TYPE_GOLD
if(materials[MAT_DIAMOND])
material_types |= TYPE_DIAMOND
if(materials[MAT_URANIUM])
material_types |= TYPE_URANIUM
if(materials[MAT_PLASMA])
material_types |= TYPE_PLASMA
if(materials[MAT_BANANIUM])
material_types |= TYPE_BANANIUM
return material_types
/obj/item/proc/get_item_materials_amount()
if(!materials.len)
return 0
var/amt = 0
amt += materials[MAT_METAL]
amt += materials[MAT_GLASS]
amt += materials[MAT_SILVER]
amt += materials[MAT_GOLD]
amt += materials[MAT_DIAMOND]
amt += materials[MAT_URANIUM]
amt += materials[MAT_PLASMA]
amt += materials[MAT_BANANIUM]
return amt
@@ -8,8 +8,7 @@
throw_speed = 1
force = 3
attack_verb = list("blown up", "exploded", "detonated")
m_amt = 50
g_amt = 30
materials = list(MAT_METAL=50, MAT_GLASS=30)
/obj/item/device/doorCharge/ex_act(severity, target)
switch(severity)
@@ -7,8 +7,7 @@
w_class = 2
flags = CONDUCT
slot_flags = SLOT_BELT
m_amt = 50
g_amt = 20
materials = list(MAT_METAL=50, MAT_GLASS=20)
action_button_name = "Toggle Light"
var/on = 0
var/brightness_on = 4 //luminosity when on
@@ -160,8 +159,7 @@
brightness_on = 5
w_class = 4
flags = CONDUCT
m_amt = 0
g_amt = 0
materials = list()
on = 1
@@ -276,8 +274,7 @@ obj/item/device/flashlight/lamp/bananalamp
item_state = "slime"
w_class = 2
slot_flags = SLOT_BELT
m_amt = 0
g_amt = 0
materials = list()
brightness_on = 6 //luminosity when on
/obj/item/device/flashlight/emp
@@ -7,8 +7,7 @@
var/pointer_icon_state
flags = CONDUCT
slot_flags = SLOT_BELT
m_amt = 500
g_amt = 500
materials = list(MAT_METAL=500, MAT_GLASS=500)
w_class = 2 //Increased to 2, because diodes are w_class 2. Conservation of matter.
origin_tech = "combat=1;magnets=2"
var/turf/pointer_loc
+1 -2
View File
@@ -13,8 +13,7 @@
throwforce = 0
throw_range = 7
throw_speed = 3
m_amt = 50
g_amt = 20
materials = list(MAT_METAL=50, MAT_GLASS=20)
origin_tech = "magnets=1;engineering=1"
var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage
hitsound = 'sound/weapons/tap.ogg'
@@ -15,8 +15,7 @@
)
var/mode = "grey"
m_amt = 5000
g_amt = 2000
materials = list(MAT_METAL=5000, MAT_GLASS=2000)
/obj/item/device/pipe_painter/afterattack(atom/A, mob/user as mob, proximity_flag)
//Make sure we only paint adjacent items
+1 -1
View File
@@ -10,7 +10,7 @@
throwforce = 5
throw_speed = 1
throw_range = 2
m_amt = 750
materials = list(MAT_METAL=750)
origin_tech = "powerstorage=3;syndicate=5"
var/drain_rate = 600000 // amount of power to drain per tick
var/power_drained = 0 // has drained this much power
@@ -7,8 +7,7 @@
flags = CONDUCT
slot_flags = SLOT_BACK
w_class = 5.0
g_amt = 2500
m_amt = 10000
materials = list(MAT_METAL=10000, MAT_GLASS=2500)
var/on = 1
var/code = 2
var/frequency = 1449
@@ -3,8 +3,7 @@
desc = "An updated, modular intercom that fits over the head. Takes encryption keys. \nTo speak on the general radio frequency, use ; before speaking."
icon_state = "headset"
item_state = "headset"
g_amt = 0
m_amt = 75
materials = list(MAT_METAL=75)
subspace_transmission = 1
canhear_range = 0 // can't hear headsets from very far away
@@ -34,8 +34,7 @@
throw_speed = 3
throw_range = 7
w_class = 2
g_amt = 25
m_amt = 75
materials = list(MAT_METAL=75, MAT_GLASS=25)
var/const/TRANSMISSION_DELAY = 5 // only 2/second/radio
var/const/FREQ_LISTENING = 1
+5 -8
View File
@@ -16,7 +16,7 @@ MASS SPECTROMETER
slot_flags = SLOT_BELT
w_class = 2
item_state = "electronic"
m_amt = 150
materials = list(MAT_METAL=150)
origin_tech = "magnets=1;engineering=1"
/obj/item/device/t_scanner/attack_self(mob/user)
@@ -73,7 +73,7 @@ MASS SPECTROMETER
w_class = 1.0
throw_speed = 3
throw_range = 7
m_amt = 200
materials = list(MAT_METAL=200)
origin_tech = "magnets=1;biotech=1"
var/mode = 1
var/scanchems = 0
@@ -241,8 +241,7 @@ MASS SPECTROMETER
throwforce = 0
throw_speed = 3
throw_range = 7
m_amt = 30
g_amt = 20
materials = list(MAT_METAL=30, MAT_GLASS=20)
origin_tech = "magnets=1;engineering=1"
/obj/item/device/analyzer/attack_self(mob/user as mob)
@@ -308,8 +307,7 @@ MASS SPECTROMETER
throwforce = 0
throw_speed = 3
throw_range = 7
m_amt = 30
g_amt = 20
materials = list(MAT_METAL=30, MAT_GLASS=20)
origin_tech = "magnets=2;biotech=2"
var/details = 0
var/recent_fail = 0
@@ -383,8 +381,7 @@ MASS SPECTROMETER
throwforce = 0
throw_speed = 3
throw_range = 7
m_amt = 30
g_amt = 20
materials = list(MAT_METAL=30, MAT_GLASS=20)
/obj/item/device/slime_scanner/attack(mob/living/M as mob, mob/living/user as mob)
if (!isslime(M))
@@ -7,8 +7,7 @@
flags = HEAR
slot_flags = SLOT_BELT
languages = ALL //this is a translator, after all.
m_amt = 60
g_amt = 30
materials = list(MAT_METAL=60, MAT_GLASS=30)
force = 2
throwforce = 0
var/recording = 0
@@ -257,8 +256,7 @@
icon_state = "tape_white"
item_state = "analyzer"
w_class = 1
m_amt = 20
g_amt = 5
materials = list(MAT_METAL=20, MAT_GLASS=5)
force = 1
throwforce = 0
var/max_capacity = 600
@@ -80,7 +80,7 @@ effective or pretty fucking useless.
w_class = 1.0
throw_speed = 3
throw_range = 7
m_amt = 400
materials = list(MAT_METAL=400)
origin_tech = "magnets=3;biotech=5;syndicate=3"
var/intensity = 5 // how much damage the radiation does
var/wavelength = 10 // time it takes for the radiation to kick in, in seconds
+1 -1
View File
@@ -106,7 +106,7 @@
stop_bleeding = 900
/obj/item/stack/medical/gauze/cyborg/
m_amt = 0
materials = list()
is_cyborg = 1
cost = 250
+2 -2
View File
@@ -15,7 +15,7 @@ var/global/list/datum/stack_recipe/rod_recipes = list ( \
throwforce = 10.0
throw_speed = 3
throw_range = 7
m_amt = 1000
materials = list(MAT_METAL=1000)
max_amount = 50
attack_verb = list("hit", "bludgeoned", "whacked")
hitsound = 'sound/weapons/grenadelaunch.ogg'
@@ -68,7 +68,7 @@ var/global/list/datum/stack_recipe/rod_recipes = list ( \
..()
/obj/item/stack/rods/cyborg/
m_amt = 0
materials = list()
is_cyborg = 1
cost = 250
@@ -13,11 +13,11 @@
desc = "HOLY SHEET! That is a lot of glass."
singular_name = "glass sheet"
icon_state = "sheet-glass"
g_amt = MINERAL_MATERIAL_AMOUNT
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
origin_tech = "materials=1"
/obj/item/stack/sheet/glass/cyborg
g_amt = 0
materials = list()
is_cyborg = 1
cost = 500
@@ -127,13 +127,11 @@
desc = "Glass which seems to have rods or something stuck in them."
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
g_amt = MINERAL_MATERIAL_AMOUNT
m_amt = MINERAL_MATERIAL_AMOUNT / 2
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
origin_tech = "materials=2"
/obj/item/stack/sheet/rglass/cyborg
g_amt = 0
m_amt = 0
materials = list()
var/datum/robot_energy_storage/metsource
var/datum/robot_energy_storage/glasource
var/metcost = 250
@@ -267,7 +265,7 @@
force = 5.0
throwforce = 10.0
item_state = "shard-glass"
g_amt = MINERAL_MATERIAL_AMOUNT
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
attack_verb = list("stabbed", "slashed", "sliced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
var/cooldown = 0
@@ -58,6 +58,7 @@ var/global/list/datum/stack_recipe/sandstone_recipes = list ( \
throw_range = 3
origin_tech = "materials=6"
sheettype = "diamond"
materials = list(MAT_DIAMOND=MINERAL_MATERIAL_AMOUNT)
var/global/list/datum/stack_recipe/diamond_recipes = list ( \
new/datum/stack_recipe("diamond door", /obj/structure/mineral_door/transparent/diamond, 10, one_per_turf = 1, on_floor = 1), \
@@ -87,6 +88,7 @@ var/global/list/datum/stack_recipe/diamond_recipes = list ( \
throw_range = 3
origin_tech = "materials=5"
sheettype = "uranium"
materials = list(MAT_URANIUM=MINERAL_MATERIAL_AMOUNT)
var/global/list/datum/stack_recipe/uranium_recipes = list ( \
new/datum/stack_recipe("uranium door", /obj/structure/mineral_door/uranium, 10, one_per_turf = 1, on_floor = 1), \
@@ -115,6 +117,7 @@ var/global/list/datum/stack_recipe/uranium_recipes = list ( \
throw_range = 3
origin_tech = "plasmatech=2;materials=2"
sheettype = "plasma"
materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT)
var/global/list/datum/stack_recipe/plasma_recipes = list ( \
new/datum/stack_recipe("plasma door", /obj/structure/mineral_door/transparent/plasma, 10, one_per_turf = 1, on_floor = 1), \
@@ -142,6 +145,7 @@ var/global/list/datum/stack_recipe/plasma_recipes = list ( \
throw_range = 3
origin_tech = "materials=4"
sheettype = "gold"
materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT)
var/global/list/datum/stack_recipe/gold_recipes = list ( \
new/datum/stack_recipe("golden door", /obj/structure/mineral_door/gold, 10, one_per_turf = 1, on_floor = 1), \
@@ -173,6 +177,7 @@ var/global/list/datum/stack_recipe/gold_recipes = list ( \
throw_range = 3
origin_tech = "materials=3"
sheettype = "silver"
materials = list(MAT_SILVER=MINERAL_MATERIAL_AMOUNT)
var/global/list/datum/stack_recipe/silver_recipes = list ( \
new/datum/stack_recipe("silver door", /obj/structure/mineral_door/silver, 10, one_per_turf = 1, on_floor = 1), \
@@ -204,6 +209,7 @@ var/global/list/datum/stack_recipe/silver_recipes = list ( \
throw_range = 3
origin_tech = "materials=4"
sheettype = "clown"
materials = list(MAT_BANANIUM=MINERAL_MATERIAL_AMOUNT)
var/global/list/datum/stack_recipe/clown_recipes = list ( \
new/datum/stack_recipe("bananium tile", /obj/item/stack/tile/mineral/bananium, 1, 4, 20), \
@@ -47,13 +47,13 @@ var/global/list/datum/stack_recipe/metal_recipes = list ( \
desc = "Sheets made out of metal."
singular_name = "metal sheet"
icon_state = "sheet-metal"
m_amt = MINERAL_MATERIAL_AMOUNT
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT)
throwforce = 10.0
flags = CONDUCT
origin_tech = "materials=1"
/obj/item/stack/sheet/metal/cyborg
m_amt = 0
materials = list()
is_cyborg = 1
cost = 500
@@ -75,7 +75,7 @@ var/global/list/datum/stack_recipe/plasteel_recipes = list ( \
desc = "This sheet is an alloy of iron and plasma."
icon_state = "sheet-plasteel"
item_state = "sheet-metal"
m_amt = 6000
materials = list(MAT_METAL=6000, MAT_PLASMA=6000)
throwforce = 10.0
flags = CONDUCT
origin_tech = "materials=2"
@@ -7,7 +7,7 @@
icon_state = "tile"
w_class = 3.0
force = 6.0
m_amt = 937.5
materials = list(MAT_METAL=937.5)
throwforce = 10.0
throw_speed = 3
throw_range = 7
@@ -18,7 +18,7 @@
/obj/item/stack/tile/plasteel/cyborg
desc = "The ground you walk on" //Not the usual floor tile desc as that refers to throwing, Cyborgs can't do that - RR
m_amt = 0 // All other Borg versions of items have no Metal or Glass - RR
materials = list() // All other Borg versions of items have no Metal or Glass - RR
is_cyborg = 1
cost = 125
+2 -4
View File
@@ -123,8 +123,7 @@
flags = CONDUCT
slot_flags = SLOT_BELT
w_class = 3.0
g_amt = 10
m_amt = 10
materials = list(MAT_METAL=10, MAT_GLASS=10)
attack_verb = list("struck", "pistol whipped", "hit", "bashed")
var/bullets = 7.0
@@ -176,8 +175,7 @@
icon = 'icons/obj/ammo.dmi'
icon_state = "357OLD-7"
w_class = 1.0
g_amt = 10
m_amt = 10
materials = list(MAT_METAL=10, MAT_GLASS=10)
var/amount_left = 7.0
/obj/item/toy/ammo/gun/update_icon()
+2 -3
View File
@@ -18,7 +18,7 @@ RCD
throw_speed = 3
throw_range = 5
w_class = 3.0
m_amt = 100000
materials = list(MAT_METAL=100000)
origin_tech = "engineering=4;materials=2"
var/datum/effect/effect/system/spark_spread/spark_system
var/matter = 0
@@ -298,8 +298,7 @@ RCD
density = 0
anchored = 0.0
origin_tech = "materials=2"
m_amt = 16000
g_amt = 8000
materials = list(MAT_METAL=16000, MAT_GLASS=8000)
var/ammoamt = 20
/obj/item/weapon/rcd_ammo/large
+1 -2
View File
@@ -132,8 +132,7 @@ var/global/list/RPD_recipes=list(
throw_speed = 1
throw_range = 5
w_class = 3.0
m_amt = 75000
g_amt = 37500
materials = list(MAT_METAL=75000, MAT_GLASS=37500)
origin_tech = "engineering=4;materials=2"
var/datum/effect/effect/system/spark_spread/spark_system
var/working = 0
@@ -7,8 +7,7 @@
w_class = 2.0
m_amt = 50
g_amt = 50
materials = list(MAT_METAL=50, MAT_GLASS=50)
origin_tech = "engineering=1"
flags = CONDUCT
@@ -11,7 +11,7 @@
throw_speed = 2
throw_range = 7
force = 10
m_amt = 90
materials = list(MAT_METAL=90)
attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed")
var/max_water = 50
var/last_use = 1.0
@@ -31,7 +31,7 @@
throwforce = 2
w_class = 2.0
force = 3.0
m_amt = 0
materials = list()
max_water = 30
sprite_name = "miniFE"
@@ -10,7 +10,7 @@
throw_speed = 1
throw_range = 5
w_class = 3.0
m_amt = 500
materials = list(MAT_METAL=500)
origin_tech = "combat=1;plasmatech=1"
var/status = 0
var/throw_amount = 100
+2 -2
View File
@@ -16,7 +16,7 @@
w_class = 2.0
throw_speed = 3
throw_range = 5
m_amt = 500
materials = list(MAT_METAL=500)
origin_tech = "materials=1"
breakouttime = 600 //Deciseconds = 60s = 1 minute
var/cuffsound = 'sound/weapons/handcuffs.ogg'
@@ -228,4 +228,4 @@
qdel(src)
/obj/item/weapon/restraints/legcuffs/beartrap/energy/attack_hand(mob/user)
Crossed(user) //honk
Crossed(user) //honk
+1 -1
View File
@@ -58,7 +58,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
throw_speed = 3
throw_range = 6
m_amt = 12000
materials = list(MAT_METAL=12000)
origin_tech = "materials=1"
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
+1 -2
View File
@@ -12,8 +12,7 @@
throw_speed = 2
throw_range = 3
w_class = 4
g_amt = 7500
m_amt = 1000
materials = list(MAT_GLASS=7500, MAT_METAL=1000)
origin_tech = "materials=2"
attack_verb = list("shoved", "bashed")
var/cooldown = 0 //shield bash cooldown. based on world.time
@@ -297,7 +297,7 @@
throw_range = 5
w_class = 4.0
flags = CONDUCT
m_amt = 3000
materials = list(MAT_METAL=3000)
preposition = "on"
/obj/item/weapon/storage/bag/tray/attack(mob/living/M as mob, mob/living/user as mob)
@@ -21,7 +21,7 @@
item_state = "electronic"
throw_speed = 3
throw_range = 7
m_amt = 400
materials = list(MAT_METAL=400)
origin_tech = "magnets=1"
/obj/item/weapon/locator/attack_self(mob/user as mob)
@@ -132,7 +132,7 @@ Frequency:
w_class = 2.0
throw_speed = 3
throw_range = 5
m_amt = 10000
materials = list(MAT_METAL=10000)
origin_tech = "magnets=1;bluespace=3"
var/active_portals = 0
+10 -15
View File
@@ -24,7 +24,7 @@
force = 5
throwforce = 7
w_class = 2
m_amt = 150
materials = list(MAT_METAL=150)
origin_tech = "materials=1;engineering=1"
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
@@ -48,8 +48,7 @@
throwforce = 5
throw_speed = 3
throw_range = 5
g_amt = 0
m_amt = 75
materials = list(MAT_METAL=75)
attack_verb = list("stabbed")
hitsound = 'sound/weapons/bladeslice.ogg'
@@ -111,7 +110,7 @@
throw_speed = 3
throw_range = 7
w_class = 2.0
m_amt = 80
materials = list(MAT_METAL=80)
origin_tech = "materials=1;engineering=1"
attack_verb = list("pinched", "nipped")
hitsound = 'sound/items/Wirecutter.ogg'
@@ -156,8 +155,7 @@
throw_speed = 3
throw_range = 5
w_class = 2
m_amt = 70
g_amt = 30
materials = list(MAT_METAL=70, MAT_GLASS=30)
origin_tech = "engineering=1"
var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
var/status = 1 //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
@@ -375,7 +373,7 @@
desc = "A slightly larger welder with a larger tank."
icon_state = "indwelder"
max_fuel = 40
g_amt = 60
materials = list(MAT_GLASS=60)
origin_tech = "engineering=2"
/obj/item/weapon/weldingtool/largetank/cyborg
@@ -390,8 +388,7 @@
icon_state = "miniwelder"
max_fuel = 10
w_class = 1
m_amt = 30
g_amt = 10
materials = list(MAT_METAL=30, MAT_GLASS=10)
change_icons = 0
/obj/item/weapon/weldingtool/mini/flamethrower_screwdriver()
@@ -404,8 +401,7 @@
icon_state = "upindwelder"
item_state = "upindwelder"
max_fuel = 80
m_amt = 70
g_amt = 120
materials = list(MAT_METAL=70, MAT_GLASS=120)
origin_tech = "engineering=3"
/obj/item/weapon/weldingtool/experimental
@@ -414,8 +410,7 @@
icon_state = "exwelder"
item_state = "exwelder"
max_fuel = 40
m_amt = 70
g_amt = 120
materials = list(MAT_METAL=70, MAT_GLASS=120)
origin_tech = "materials=4;engineering=4;bluespace=3;plasmatech=3"
var/last_gen = 0
change_icons = 0
@@ -453,7 +448,7 @@
throwforce = 7
item_state = "crowbar"
w_class = 2
m_amt = 50
materials = list(MAT_METAL=50)
origin_tech = "engineering=1"
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
@@ -474,5 +469,5 @@
w_class = 3
throw_speed = 3
throw_range = 3
m_amt = 66
materials = list(MAT_METAL=70)
icon_state = "crowbar_large"
+3 -3
View File
@@ -104,7 +104,7 @@
force = 9
throwforce = 10
w_class = 3
m_amt = 1875
materials = list(MAT_METAL=1875)
attack_verb = list("hit", "bludgeoned", "whacked", "bonked")
/obj/item/weapon/wirerod/attackby(var/obj/item/I, mob/user as mob, params)
@@ -170,7 +170,7 @@
throwforce = 15
throw_speed = 3
throw_range = 6
m_amt = 12000
materials = list(MAT_METAL=12000)
origin_tech = "materials=1"
hitsound = 'sound/weapons/Genhit.ogg'
attack_verb = list("stubbed", "poked")
@@ -227,7 +227,7 @@
force = 5
throwforce = 5
w_class = 2
m_amt = 50
materials = list(MAT_METAL=50)
attack_verb = list("bludgeoned", "whacked", "disciplined", "thrashed")
/obj/item/weapon/staff
+1 -1
View File
@@ -614,7 +614,7 @@
icon = 'icons/obj/items.dmi'
icon_state = "rack_parts"
flags = CONDUCT
m_amt = 3750
materials = list(MAT_METAL=3750)
/obj/item/weapon/rack_parts/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
..()
+1 -2
View File
@@ -5,8 +5,7 @@
icon_state = ""
flags = CONDUCT
w_class = 2.0
m_amt = 100
g_amt = 0
materials = list(MAT_METAL=100)
throwforce = 2
throw_speed = 3
throw_range = 7
+1 -2
View File
@@ -2,8 +2,7 @@
name = "igniter"
desc = "A small electronic device able to ignite combustable substances."
icon_state = "igniter"
m_amt = 500
g_amt = 50
materials = list(MAT_METAL=500, MAT_GLASS=50)
origin_tech = "magnets=1"
var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread
+1 -2
View File
@@ -2,8 +2,7 @@
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
m_amt = 1000
g_amt = 500
materials = list(MAT_METAL=1000, MAT_GLASS=500)
origin_tech = "magnets=2"
var/on = 0
+1 -1
View File
@@ -2,7 +2,7 @@
name = "mousetrap"
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
m_amt = 100
materials = list(MAT_METAL=100)
origin_tech = "combat=1"
var/armed = 0
+1 -2
View File
@@ -2,8 +2,7 @@
name = "proximity sensor"
desc = "Used for scanning and alerting when someone enters a certain proximity."
icon_state = "prox"
m_amt = 800
g_amt = 200
materials = list(MAT_METAL=800, MAT_GLASS=200)
origin_tech = "magnets=1"
attachable = 1
+1 -2
View File
@@ -3,8 +3,7 @@
desc = "Used to remotely activate devices."
icon_state = "signaller"
item_state = "signaler"
m_amt = 400
g_amt = 120
materials = list(MAT_METAL=400, MAT_GLASS=120)
origin_tech = "magnets=1"
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
attachable = 1
+1 -2
View File
@@ -2,8 +2,7 @@
name = "timer"
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
icon_state = "timer"
m_amt = 500
g_amt = 50
materials = list(MAT_METAL=500, MAT_GLASS=50)
origin_tech = "magnets=1"
attachable = 1
+1 -2
View File
@@ -2,8 +2,7 @@
name = "voice analyzer"
desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
icon_state = "voice"
m_amt = 500
g_amt = 50
materials = list(MAT_METAL=500, MAT_GLASS=50)
origin_tech = "magnets=1"
flags = HEAR
attachable = 1
+1 -2
View File
@@ -17,8 +17,7 @@
icon_state = "welding"
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
item_state = "welding"
m_amt = 1750
g_amt = 400
materials = list(MAT_METAL=1750, MAT_GLASS=400)
// var/up = 0
flash_protect = 2
tint = 2
+1 -2
View File
@@ -17,8 +17,7 @@
name = "welding mask"
desc = "A gas mask with built-in welding goggles and a face shield. Looks like a skull - clearly designed by a nerd."
icon_state = "weldingmask"
m_amt = 4000
g_amt = 2000
materials = list(MAT_METAL=4000, MAT_GLASS=2000)
flash_protect = 2
tint = 2
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
+13 -13
View File
@@ -5,12 +5,12 @@
desc = "Lost prototype of advanced clown tech. Powered by bananium, these shoes leave a trail of chaos in their wake."
icon_state = "clown_prototype_off"
var/on = 0
var/datum/mineral_container/bananium
var/datum/material_container/bananium
action_button_name = "Toggle Shoes"
/obj/item/clothing/shoes/clown_shoes/banana_shoes/New()
..()
bananium = new/datum/mineral_container(src,/obj/item/stack/sheet/mineral/bananium,200000)
bananium = new/datum/material_container(src,TYPE_BANANIUM,200000)
/obj/item/clothing/shoes/clown_shoes/banana_shoes/step_action()
if(on)
@@ -21,8 +21,8 @@
footstep++
new/obj/item/weapon/grown/bananapeel/specialpeel(get_step(src,turn(usr.dir, 180)), 5) //honk
bananium.use_amount(100)
if(bananium.amount < 100)
bananium.use_amount_type(100, MAT_BANANIUM)
if(bananium.amount(MAT_BANANIUM) < 100)
on = !on
update_icon()
loc << "<span class='warning'>You ran out of bananium!</span>"
@@ -37,22 +37,22 @@
user << "<span class='notice'>You cannot retrieve any bananium from the prototype shoes.</span>"
/obj/item/clothing/shoes/clown_shoes/banana_shoes/attackby(obj/item/O, mob/user, params)
var/sheet_amount = bananium.insert_sheet(O)
if(sheet_amount > 0)
if(!bananium.can_insert(O))
return
if(!user.unEquip(O))
return
var/sheet_amount = bananium.insert_stack(O)
if(sheet_amount)
user << "<span class='notice'>You insert [sheet_amount] bananium sheets into the prototype shoes.</span>"
var/obj/item/stack/sheet/S = O
S.use(sheet_amount)
else if(sheet_amount < 0)
user << "<span class='notice'>You can only fit bananium sheets into these shoes!</span>"
else
user << "<span class='notice'>You cannot insert more bananium into the prototype shoes.</span>"
user << "<span class='notice'>You are unable to insert more bananium!</span>"
/obj/item/clothing/shoes/clown_shoes/banana_shoes/examine(mob/user)
..()
user << "<span class='notice'>The shoes are [on ? "enabled" : "disabled"]. There is [bananium.amount] bananium left.</span>"
user << "<span class='notice'>The shoes are [on ? "enabled" : "disabled"]. There is [bananium.amount(MAT_BANANIUM)] bananium left.</span>"
/obj/item/clothing/shoes/clown_shoes/banana_shoes/ui_action_click()
if(bananium.amount)
if(bananium.amount(MAT_BANANIUM))
on = !on
update_icon()
loc << "<span class='notice'>You [on ? "activate" : "deactivate"] the prototype shoes.</span>"
+2 -2
View File
@@ -68,7 +68,7 @@
force = 5.0
throwforce = 7.0
w_class = 2.0
m_amt = 50
materials = list(MAT_METAL=50)
attack_verb = list("slashed", "sliced", "cut", "clawed")
hitsound = 'sound/weapons/bladeslice.ogg'
@@ -83,7 +83,7 @@
throwforce = 15.0
throw_speed = 3
throw_range = 4
m_amt = 15000
materials = list(MAT_METAL=15000)
origin_tech = "materials=2;combat=1"
attack_verb = list("chopped", "torn", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
+2 -2
View File
@@ -66,7 +66,7 @@
throwforce = 10.0
item_state = "pickaxe"
w_class = 4.0
m_amt = 3750 //one sheet, but where can you make them?
materials = list(MAT_METAL=3750) //one sheet, but where can you make them?
var/digspeed = 40
var/list/digsound = list('sound/effects/picaxe1.ogg','sound/effects/picaxe2.ogg','sound/effects/picaxe3.ogg')
origin_tech = "materials=1;engineering=1"
@@ -133,7 +133,7 @@
throwforce = 4.0
item_state = "shovel"
w_class = 3.0
m_amt = 50
materials = list(MAT_METAL=50)
origin_tech = "materials=1;engineering=1"
attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked")
+1 -1
View File
@@ -20,7 +20,7 @@
w_class = 1.0
throw_speed = 3
throw_range = 7
m_amt = 10
materials = list(MAT_METAL=10)
pressure_resistance = 2
var/colour = "black" //what colour the ink is!
+1 -1
View File
@@ -108,7 +108,7 @@
w_class = 2.0
flags = CONDUCT
slot_flags = SLOT_BELT
m_amt = 2000
materials = list(MAT_METAL=2000)
var/pictures_max = 10
var/pictures_left = 10
var/on = 1
+1 -1
View File
@@ -8,7 +8,7 @@
w_class = 1.0
throw_speed = 3
throw_range = 7
m_amt = 60
materials = list(MAT_METAL=60)
item_color = "cargo"
pressure_resistance = 2
attack_verb = list("stamped")
+1 -1
View File
@@ -201,7 +201,7 @@
throwforce = 5
throw_speed = 1
throw_range = 2
m_amt = 100
materials = list(MAT_METAL=100)
/obj/item/device/am_shielding_container/attackby(var/obj/item/I, var/mob/user, params)
if(istype(I, /obj/item/device/multitool) && istype(src.loc,/turf))
+2 -4
View File
@@ -470,8 +470,7 @@ var/global/list/datum/stack_recipe/cable_coil_recipes = list ( \
w_class = 2.0
throw_speed = 3
throw_range = 5
m_amt = 50
g_amt = 20
materials = list(MAT_METAL=50, MAT_GLASS=20)
flags = CONDUCT
slot_flags = SLOT_BELT
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
@@ -479,8 +478,7 @@ var/global/list/datum/stack_recipe/cable_coil_recipes = list ( \
/obj/item/stack/cable_coil/cyborg
is_cyborg = 1
m_amt = 0
g_amt = 0
materials = list()
cost = 1
/obj/item/stack/cable_coil/cyborg/attack_self(mob/user)
+10 -13
View File
@@ -12,8 +12,7 @@
w_class = 3.0
var/charge = 0 // note %age conveted to actual charge in New
var/maxcharge = 1000
m_amt = 700
g_amt = 50
materials = list(MAT_METAL=700, MAT_GLASS=50)
var/rigged = 0 // true if rigged to explode
var/minor_fault = 0 //If not 100% reliable, it will build up faults.
var/chargerate = 100 //how much power is given every tick in a recharger
@@ -148,7 +147,7 @@
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
origin_tech = "powerstorage=0"
maxcharge = 500
g_amt = 40
materials = list(MAT_GLASS=40)
rating = 2
/obj/item/weapon/stock_parts/cell/crap/empty/New()
@@ -159,7 +158,7 @@
name = "security borg rechargable D battery"
origin_tech = "powerstorage=0"
maxcharge = 600 //600 max charge / 100 charge per shot = six shots
g_amt = 40
materials = list(MAT_GLASS=40)
rating = 2.5
/obj/item/weapon/stock_parts/cell/secborg/empty/New()
@@ -185,7 +184,7 @@
origin_tech = "powerstorage=2"
icon_state = "hcell"
maxcharge = 10000
g_amt = 60
materials = list(MAT_GLASS=60)
rating = 3
chargerate = 1500
@@ -198,7 +197,7 @@
origin_tech = "powerstorage=5"
icon_state = "scell"
maxcharge = 20000
g_amt = 70
materials = list(MAT_GLASS=70)
rating = 4
chargerate = 2000
@@ -211,7 +210,7 @@
origin_tech = "powerstorage=6"
icon_state = "hpcell"
maxcharge = 30000
g_amt = 80
materials = list(MAT_GLASS=80)
rating = 5
chargerate = 3000
@@ -224,7 +223,7 @@
origin_tech = "powerstorage=7"
icon_state = "bscell"
maxcharge = 40000
g_amt = 80
materials = list(MAT_GLASS=80)
rating = 6
chargerate = 4000
@@ -237,7 +236,7 @@
icon_state = "icell"
origin_tech = null
maxcharge = 30000
g_amt = 80
materials = list(MAT_GLASS=80)
rating = 6
chargerate = 30000
use()
@@ -251,8 +250,7 @@
icon_state = "potato_cell" //"potato_battery"
charge = 100
maxcharge = 300
m_amt = 0
g_amt = 0
materials = list()
minor_fault = 1
rating = 1
@@ -262,8 +260,7 @@
origin_tech = "powerstorage=2;biotech=4"
icon = 'icons/mob/slimes.dmi'
icon_state = "yellow slime extract"
m_amt = 0
g_amt = 0
materials = list()
/obj/item/weapon/stock_parts/cell/emproof
name = "\improper EMP-proof cell"
+3 -3
View File
@@ -629,7 +629,7 @@
var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
var/base_state
var/switchcount = 0 // number of times switched
m_amt = 60
materials = list(MAT_METAL=60)
var/rigged = 0 // true if rigged to explode
var/brightness = 2 //how much light it gives off
@@ -639,7 +639,7 @@
icon_state = "ltube"
base_state = "ltube"
item_state = "c_tube"
g_amt = 100
materials = list(MAT_GLASS=100)
brightness = 8
/obj/item/weapon/light/bulb
@@ -648,7 +648,7 @@
icon_state = "lbulb"
base_state = "lbulb"
item_state = "contvapour"
g_amt = 100
materials = list(MAT_GLASS=100)
brightness = 4
/obj/item/weapon/light/throw_impact(atom/hit_atom)
+1 -1
View File
@@ -62,7 +62,7 @@
flags = CONDUCT
slot_flags = SLOT_BELT
item_state = "syringe_kit"
m_amt = 30000
materials = list(MAT_METAL=30000)
throwforce = 2
w_class = 1.0
throw_speed = 3
@@ -37,7 +37,7 @@
icon_state = "blshell"
caliber = "shotgun"
projectile_type = /obj/item/projectile/bullet
m_amt = 4000
materials = list(MAT_METAL=4000)
/obj/item/ammo_casing/shotgun/buckshot
@@ -54,7 +54,7 @@
desc = "A weak beanbag slug for riot control."
icon_state = "bshell"
projectile_type = /obj/item/projectile/bullet/weakbullet
m_amt = 250
materials = list(MAT_METAL=250)
/obj/item/ammo_casing/shotgun/improvised
@@ -62,7 +62,7 @@
desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards."
icon_state = "improvshell"
projectile_type = /obj/item/projectile/bullet/pellet/weak
m_amt = 250
materials = list(MAT_METAL=250)
pellets = 5
variance = 0.8
@@ -73,7 +73,7 @@
propellant. It's like playing russian roulette, with a shotgun."
icon_state = "improvshell"
projectile_type = /obj/item/projectile/bullet/pellet/random
m_amt = 250
materials = list(MAT_METAL=250)
pellets = 5
variance = 1.0
@@ -87,7 +87,7 @@
desc = "A stunning taser slug."
icon_state = "stunshell"
projectile_type = /obj/item/projectile/bullet/stunshot
m_amt = 250
materials = list(MAT_METAL=250)
/obj/item/ammo_casing/shotgun/meteorshot
+1 -1
View File
@@ -10,7 +10,7 @@
item_state = "gun"
flags = CONDUCT
slot_flags = SLOT_BELT
m_amt = 2000
materials = list(MAT_METAL=2000)
w_class = 3.0
throwforce = 5
throw_speed = 3
@@ -4,7 +4,7 @@
icon_state = "laser"
item_state = "laser"
w_class = 3.0
m_amt = 2000
materials = list(MAT_METAL=2000)
origin_tech = "combat=3;magnets=2"
ammo_type = list(/obj/item/ammo_casing/energy/lasergun)
@@ -157,7 +157,7 @@
icon_state = "crossbow"
item_state = "crossbow"
w_class = 2
m_amt = 2000
materials = list(MAT_METAL=2000)
origin_tech = "combat=2;magnets=2;syndicate=5"
suppressed = 1
ammo_type = list(/obj/item/ammo_casing/energy/bolt)
@@ -169,7 +169,7 @@
desc = "A reverse engineered weapon using syndicate technology."
icon_state = "crossbowlarge"
w_class = 3
m_amt = 4000
materials = list(MAT_METAL=4000)
origin_tech = "combat=2;magnets=2;syndicate=3" //can be further researched for more syndie tech
suppressed = 0
ammo_type = list(/obj/item/ammo_casing/energy/bolt/large)
@@ -10,7 +10,7 @@
force = 5.0
var/list/grenades = new/list()
var/max_grenades = 3
m_amt = 2000
materials = list(MAT_METAL=2000)
/obj/item/weapon/gun/grenadelauncher/examine(mob/user)
..()
+1 -1
View File
@@ -4,7 +4,7 @@
icon_state = "pistol"
origin_tech = "combat=2;materials=2"
w_class = 3.0
m_amt = 1000
materials = list(MAT_METAL=1000)
var/mag_type = /obj/item/ammo_box/magazine/m10mm //Removes the need for max_ammo and caliber info
var/obj/item/ammo_box/magazine/magazine
+1 -1
View File
@@ -7,7 +7,7 @@
throw_speed = 3
throw_range = 7
force = 4
m_amt = 2000
materials = list(MAT_METAL=2000)
clumsy_check = 0
fire_sound = 'sound/items/syringeproj.ogg'
var/list/syringes = list()
@@ -122,8 +122,7 @@
icon = 'icons/obj/chemical.dmi'
icon_state = "beaker"
item_state = "beaker"
m_amt = 0
g_amt = 500
materials = list(MAT_GLASS=500)
/obj/item/weapon/reagent_containers/glass/beaker/New()
..()
@@ -167,7 +166,7 @@
name = "large beaker"
desc = "A large beaker. Can hold up to 100 units."
icon_state = "beakerlarge"
g_amt = 2500
materials = list(MAT_GLASS=2500)
volume = 100
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100)
@@ -177,7 +176,7 @@
name = "cryostasis beaker"
desc = "A cryostasis beaker that allows for chemical storage without reactions. Can hold up to 50 units."
icon_state = "beakernoreact"
g_amt = 500
materials = list(MAT_GLASS=500)
volume = 50
amount_per_transfer_from_this = 10
flags = OPENCONTAINER | NOREACT
@@ -186,7 +185,7 @@
name = "bluespace beaker"
desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units."
icon_state = "beakerbluespace"
g_amt = 5000
materials = list(MAT_GLASS=5000)
volume = 300
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100,300)
@@ -223,8 +222,7 @@
icon = 'icons/obj/janitor.dmi'
icon_state = "bucket"
item_state = "bucket"
m_amt = 200
g_amt = 0
materials = list(MAT_METAL=200)
w_class = 3.0
amount_per_transfer_from_this = 20
possible_transfer_amounts = list(10,20,30,50,70)
@@ -12,8 +12,7 @@
volume = 15
var/mode = SYRINGE_DRAW
var/busy = 0 // needed for delayed drawing of blood
g_amt = 20
m_amt = 10
materials = list(MAT_METAL=10, MAT_GLASS=20)
/obj/item/weapon/reagent_containers/syringe/New()
..()
+3 -3
View File
@@ -61,11 +61,11 @@ using metal and glass, it uses glass and reagents (usually sulfuric acis).
/obj/machinery/r_n_d/circuit_imprinter/proc/check_mat(datum/design/being_built, var/M)
switch(M)
if("$glass")
if(MAT_GLASS)
return (g_amount - (being_built.materials[M]/efficiency_coeff) >= 0)
if("$gold")
if(MAT_GOLD)
return (gold_amount - (being_built.materials[M]/efficiency_coeff) >= 0)
if("$diamond")
if(MAT_DIAMOND)
return (diamond_amount - (being_built.materials[M]/efficiency_coeff) >= 0)
else
return (reagents.has_reagent(M, (being_built.materials[M]/efficiency_coeff)) != 0)
+38 -39
View File
@@ -7,14 +7,14 @@ For the materials datum, it assumes you need reagents unless specified otherwise
you use one of the material IDs below. These are NOT ids in the usual sense (they aren't defined in the object or part of a datum),
they are simply references used as part of a "has materials?" type proc. They all start with a $ to denote that they aren't reagents.
The currently supporting non-reagent materials. All material amounts are set as the define MINERAL_MATERIAL_AMOUNT, which defaults to 2000
- $metal (/obj/item/stack/metal).
- $glass (/obj/item/stack/glass).
- $plasma (/obj/item/stack/plasma).
- $silver (/obj/item/stack/silver).
- $gold (/obj/item/stack/gold).
- $uranium (/obj/item/stack/uranium).
- $diamond (/obj/item/stack/diamond).
- $bananium (/obj/item/stack/bananium).
- MAT_METAL (/obj/item/stack/metal).
- MAT_GLASS (/obj/item/stack/glass).
- MAT_PLASMA (/obj/item/stack/plasma).
- MAT_SILVER (/obj/item/stack/silver).
- MAT_GOLD (/obj/item/stack/gold).
- MAT_URANIUM (/obj/item/stack/uranium).
- MAT_DIAMOND (/obj/item/stack/diamond).
- MAT_BANANIUM (/obj/item/stack/bananium).
(Insert new ones here)
Don't add new keyword/IDs if they are made from an existing one (such as rods which are made from metal). Only add raw materials.
@@ -65,8 +65,7 @@ other types of metals and chemistry for reagents).
icon_state = "datadisk2"
item_state = "card-id"
w_class = 1.0
m_amt = 30
g_amt = 10
materials = list(MAT_METAL=30, MAT_GLASS=10)
var/datum/design/blueprint
/obj/item/weapon/disk/design_disk/New()
@@ -83,7 +82,7 @@ other types of metals and chemistry for reagents).
id = "intellicard"
req_tech = list("programming" = 4, "materials" = 4)
build_type = PROTOLATHE
materials = list("$glass" = 1000, "$gold" = 200)
materials = list(MAT_GLASS = 1000, MAT_GOLD = 200)
build_path = /obj/item/device/aicard
category = list("Electronics")
@@ -93,7 +92,7 @@ other types of metals and chemistry for reagents).
id = "paicard"
req_tech = list("programming" = 2)
build_type = PROTOLATHE
materials = list("$glass" = 500, "$metal" = 500)
materials = list(MAT_GLASS = 500, MAT_METAL = 500)
build_path = /obj/item/device/paicard
category = list("Electronics")
@@ -107,7 +106,7 @@ other types of metals and chemistry for reagents).
id = "design_disk"
req_tech = list("programming" = 1)
build_type = PROTOLATHE | AUTOLATHE
materials = list("$metal" = 30, "$glass" = 10)
materials = list(MAT_METAL = 30, MAT_GLASS = 10)
build_path = /obj/item/weapon/disk/design_disk
category = list("Electronics")
@@ -117,7 +116,7 @@ other types of metals and chemistry for reagents).
id = "tech_disk"
req_tech = list("programming" = 1)
build_type = PROTOLATHE | AUTOLATHE
materials = list("$metal" = 30, "$glass" = 10)
materials = list(MAT_METAL = 30, MAT_GLASS = 10)
build_path = /obj/item/weapon/disk/tech_disk
category = list("Electronics")
@@ -132,7 +131,7 @@ other types of metals and chemistry for reagents).
id = "drill"
req_tech = list("materials" = 2, "powerstorage" = 3, "engineering" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 6000, "$glass" = 1000) //expensive, but no need for miners.
materials = list(MAT_METAL = 6000, MAT_GLASS = 1000) //expensive, but no need for miners.
build_path = /obj/item/weapon/pickaxe/drill
category = list("Mining Designs")
@@ -142,7 +141,7 @@ other types of metals and chemistry for reagents).
id = "drill_diamond"
req_tech = list("materials" = 6, "powerstorage" = 4, "engineering" = 4)
build_type = PROTOLATHE
materials = list("$metal" = 6000, "$glass" = 1000, "$diamond" = 3750) //Yes, a whole diamond is needed.
materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_DIAMOND = 3750) //Yes, a whole diamond is needed.
reliability = 79
build_path = /obj/item/weapon/pickaxe/drill/diamonddrill
category = list("Mining Designs")
@@ -153,7 +152,7 @@ other types of metals and chemistry for reagents).
id = "plasmacutter"
req_tech = list("materials" = 2, "plasmatech" = 2, "engineering" = 2, "combat" = 1, "magnets" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 1500, "$glass" = 500, "$plasma" = 400)
materials = list(MAT_METAL = 1500, MAT_GLASS = 500, MAT_PLASMA = 400)
reliability = 79
build_path = /obj/item/weapon/gun/energy/plasmacutter
category = list("Mining Designs")
@@ -164,7 +163,7 @@ other types of metals and chemistry for reagents).
id = "plasmacutter_adv"
req_tech = list("materials" = 4, "plasmatech" = 3, "engineering" = 3, "combat" = 3, "magnets" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 3000, "$glass" = 1000, "$plasma" = 2000, "$gold" = 500)
materials = list(MAT_METAL = 3000, MAT_GLASS = 1000, MAT_PLASMA = 2000, MAT_GOLD = 500)
reliability = 79
build_path = /obj/item/weapon/gun/energy/plasmacutter/adv
category = list("Mining Designs")
@@ -175,7 +174,7 @@ other types of metals and chemistry for reagents).
id = "jackhammer"
req_tech = list("materials" = 6, "powerstorage" = 6, "engineering" = 5, "magnets" = 6)
build_type = PROTOLATHE
materials = list("$metal" = 8000, "$glass" = 1500, "$silver" = 2000, "$diamond" = 6000)
materials = list(MAT_METAL = 8000, MAT_GLASS = 1500, MAT_SILVER = 2000, MAT_DIAMOND = 6000)
build_path = /obj/item/weapon/pickaxe/drill/jackhammer
category = list("Mining Designs")
@@ -189,7 +188,7 @@ other types of metals and chemistry for reagents).
id = "beacon"
req_tech = list("bluespace" = 1)
build_type = PROTOLATHE
materials = list("$metal" = 20, "$glass" = 10)
materials = list(MAT_METAL = 20, MAT_GLASS = 10)
build_path = /obj/item/device/radio/beacon
category = list("Bluespace Designs")
@@ -199,7 +198,7 @@ other types of metals and chemistry for reagents).
id = "bag_holding"
req_tech = list("bluespace" = 4, "materials" = 6)
build_type = PROTOLATHE
materials = list("$gold" = 3000, "$diamond" = 1500, "$uranium" = 250)
materials = list(MAT_GOLD = 3000, MAT_DIAMOND = 1500, MAT_URANIUM = 250)
reliability = 80
build_path = /obj/item/weapon/storage/backpack/holding
category = list("Bluespace Designs")
@@ -210,7 +209,7 @@ other types of metals and chemistry for reagents).
id = "bluespace_crystal"
req_tech = list("bluespace" = 4, "materials" = 6)
build_type = PROTOLATHE
materials = list("$diamond" = 1500, "$plasma" = 1500)
materials = list(MAT_DIAMOND = 1500, MAT_PLASMA = 1500)
reliability = 100
build_path = /obj/item/bluespace_crystal/artificial
category = list("Bluespace Designs")
@@ -221,7 +220,7 @@ other types of metals and chemistry for reagents).
id = "telesci_gps"
req_tech = list("materials" = 2, "magnets" = 3, "bluespace" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 500, "$glass" = 1000)
materials = list(MAT_METAL = 500, MAT_GLASS = 1000)
build_path = /obj/item/device/gps
category = list("Bluespace Designs")
@@ -231,7 +230,7 @@ other types of metals and chemistry for reagents).
id = "minerbag_holding"
req_tech = list("bluespace" = 3, "materials" = 4)
build_type = PROTOLATHE
materials = list("$gold" = 250, "$uranium" = 500) //quite cheap, for more convenience
materials = list(MAT_GOLD = 250, MAT_URANIUM = 500) //quite cheap, for more convenience
reliability = 100
build_path = /obj/item/weapon/storage/bag/ore/holding
category = list("Bluespace Designs")
@@ -247,7 +246,7 @@ other types of metals and chemistry for reagents).
id = "health_hud"
req_tech = list("biotech" = 2, "magnets" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
materials = list(MAT_METAL = 50, MAT_GLASS = 50)
build_path = /obj/item/clothing/glasses/hud/health
category = list("Equipment")
@@ -257,7 +256,7 @@ other types of metals and chemistry for reagents).
id = "health_hud_night"
req_tech = list("biotech" = 4, "magnets" = 5)
build_type = PROTOLATHE
materials = list("$metal" = 200, "$glass" = 200, "$uranium" = 1000, "$silver" = 250)
materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_URANIUM = 1000, MAT_SILVER = 250)
build_path = /obj/item/clothing/glasses/hud/health/night
category = list("Equipment")
@@ -267,7 +266,7 @@ other types of metals and chemistry for reagents).
id = "security_hud"
req_tech = list("magnets" = 3, "combat" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
materials = list(MAT_METAL = 50, MAT_GLASS = 50)
build_path = /obj/item/clothing/glasses/hud/security
category = list("Equipment")
@@ -277,7 +276,7 @@ other types of metals and chemistry for reagents).
id = "security_hud_night"
req_tech = list("magnets" = 5, "combat" = 4)
build_type = PROTOLATHE
materials = list("$metal" = 200, "$glass" = 200, "$uranium" = 1000, "$gold" = 350)
materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_URANIUM = 1000, MAT_GOLD = 350)
build_path = /obj/item/clothing/glasses/hud/security/night
category = list("Equipment")
@@ -291,7 +290,7 @@ other types of metals and chemistry for reagents).
id = "protolathe_test"
build_type = PROTOLATHE
req_tech = list("materials" = 1)
materials = list("$gold" = 3000, "iron" = 15, "copper" = 10, "$silver" = 2500)
materials = list(MAT_GOLD = 3000, "iron" = 15, "copper" = 10, MAT_SILVER = 2500)
build_path = /obj/item/weapon/banhammer"
category = list("Weapons") */
@@ -305,7 +304,7 @@ other types of metals and chemistry for reagents).
id = "weldingmask"
req_tech = list("materials" = 2, "engineering" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 4000, "$glass" = 1000)
materials = list(MAT_METAL = 4000, MAT_GLASS = 1000)
build_path = /obj/item/clothing/mask/gas/welding
category = list("Equipment")
@@ -315,7 +314,7 @@ other types of metals and chemistry for reagents).
id = "air_horn"
req_tech = list("materials" = 2, "engineering" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 4000, "$bananium" = 1000)
materials = list(MAT_METAL = 4000, MAT_BANANIUM = 1000)
build_path = /obj/item/weapon/bikehorn/airhorn
category = list("Equipment")
@@ -325,7 +324,7 @@ other types of metals and chemistry for reagents).
id = "mesons"
req_tech = list("materials" = 3, "magnets" = 2, "engineering" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 200, "$glass" = 300)
materials = list(MAT_METAL = 200, MAT_GLASS = 300)
build_path = /obj/item/clothing/glasses/meson
category = list("Equipment")
@@ -335,7 +334,7 @@ other types of metals and chemistry for reagents).
id = "engine_goggles"
req_tech = list("materials" = 4, "magnets" = 3, "engineering" = 4)
build_type = PROTOLATHE
materials = list("$metal" = 200, "$glass" = 300, "$plasma" = 100)
materials = list(MAT_METAL = 200, MAT_GLASS = 300, MAT_PLASMA = 100)
build_path = /obj/item/clothing/glasses/meson/engine
category = list("Equipment")
@@ -345,7 +344,7 @@ other types of metals and chemistry for reagents).
id = "nvgmesons"
req_tech = list("materials" = 5, "magnets" = 5, "engineering" = 4)
build_type = PROTOLATHE
materials = list("$metal" = 300, "$glass" = 400, "$plasma" = 250, "$uranium" = 1000)
materials = list(MAT_METAL = 300, MAT_GLASS = 400, MAT_PLASMA = 250, MAT_URANIUM = 1000)
build_path = /obj/item/clothing/glasses/meson/night
category = list("Equipment")
@@ -355,7 +354,7 @@ other types of metals and chemistry for reagents).
id = "night_visision_goggles"
req_tech = list("magnets" = 4)
build_type = PROTOLATHE
materials = list("$metal" = 100, "$glass" = 100, "$uranium" = 1000)
materials = list(MAT_METAL = 100, MAT_GLASS = 100, MAT_URANIUM = 1000)
build_path = /obj/item/clothing/glasses/night
category = list("Equipment")
@@ -365,7 +364,7 @@ other types of metals and chemistry for reagents).
id = "magboots"
req_tech = list("materials" = 4, "magnets" = 4, "engineering" = 5)
build_type = PROTOLATHE
materials = list("$metal" = 4500, "$silver" = 1500, "$gold" = 2500)
materials = list(MAT_METAL = 4500, MAT_SILVER = 1500, MAT_GOLD = 2500)
build_path = /obj/item/clothing/shoes/magboots
category = list("Equipment")
@@ -379,7 +378,7 @@ other types of metals and chemistry for reagents).
id = "buffer"
req_tech = list("materials" = 5, "engineering" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 3000, "$glass" = 200)
materials = list(MAT_METAL = 3000, MAT_GLASS = 200)
build_path = /obj/item/janiupgrade
category = list("Equipment")
@@ -389,7 +388,7 @@ other types of metals and chemistry for reagents).
id = "holosign"
req_tech = list("magnets" = 3, "powerstorage" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 2000, "$glass" = 1000)
materials = list(MAT_METAL = 2000, MAT_GLASS = 1000)
build_path = /obj/item/weapon/holosign_creator
category = list("Equipment")
@@ -403,6 +402,6 @@ other types of metals and chemistry for reagents).
id = "exwelder"
req_tech = list("materials" = 4, "engineering" = 4, "bluespace" = 3, "plasmatech" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 1000, "$glass" = 500, "$plasma" = 1500, "$uranium" = 200)
materials = list(MAT_METAL = 1000, MAT_GLASS = 500, MAT_PLASMA = 1500, MAT_URANIUM = 200)
build_path = /obj/item/weapon/weldingtool/experimental
category = list("Equipment")
@@ -9,7 +9,7 @@
id = "safeguard_module"
req_tech = list("programming" = 3, "materials" = 4)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100)
materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_GOLD = 100)
build_path = /obj/item/weapon/aiModule/supplied/safeguard
category = list("AI Modules")
@@ -19,7 +19,7 @@
id = "onehuman_module"
req_tech = list("programming" = 4, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100)
materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_DIAMOND = 100)
build_path = /obj/item/weapon/aiModule/zeroth/oneHuman
category = list("AI Modules")
@@ -29,7 +29,7 @@
id = "protectstation_module"
req_tech = list("programming" = 3, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100)
materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_GOLD = 100)
build_path = /obj/item/weapon/aiModule/supplied/protectStation
category = list("AI Modules")
@@ -39,7 +39,7 @@
id = "quarantine_module"
req_tech = list("programming" = 3, "biotech" = 2, "materials" = 4)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100)
materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_GOLD = 100)
build_path = /obj/item/weapon/aiModule/supplied/quarantine
category = list("AI Modules")
@@ -50,7 +50,7 @@
id = "oxygen_module"
req_tech = list("programming" = 3, "biotech" = 2, "materials" = 4)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100)
materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_GOLD = 100)
build_path = /obj/item/weapon/aiModule/supplied/oxygen
category = list("AI Modules")
@@ -60,7 +60,7 @@
id = "freeform_module"
req_tech = list("programming" = 4, "materials" = 4)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100)
materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_GOLD = 100)
build_path = /obj/item/weapon/aiModule/supplied/freeform
category = list("AI Modules")
@@ -70,7 +70,7 @@
id = "reset_module"
req_tech = list("programming" = 3, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100)
materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_GOLD = 100)
build_path = /obj/item/weapon/aiModule/reset
category = list("AI Modules")
@@ -80,7 +80,7 @@
id = "purge_module"
req_tech = list("programming" = 4, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100)
materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_DIAMOND = 100)
build_path = /obj/item/weapon/aiModule/reset/purge
category = list("AI Modules")
@@ -90,7 +90,7 @@
id = "freeformcore_module"
req_tech = list("programming" = 4, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100)
materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_DIAMOND = 100)
build_path = /obj/item/weapon/aiModule/core/freeformcore
category = list("AI Modules")
@@ -100,7 +100,7 @@
id = "asimov_module"
req_tech = list("programming" = 3, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100)
materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_DIAMOND = 100)
build_path = /obj/item/weapon/aiModule/core/full/asimov
category = list("AI Modules")
@@ -110,7 +110,7 @@
id = "paladin_module"
req_tech = list("programming" = 4, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100)
materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_DIAMOND = 100)
build_path = /obj/item/weapon/aiModule/core/full/paladin
category = list("AI Modules")
@@ -120,7 +120,7 @@
id = "tyrant_module"
req_tech = list("programming" = 4, "syndicate" = 2, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100)
materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_DIAMOND = 100)
build_path = /obj/item/weapon/aiModule/core/full/tyrant
category = list("AI Modules")
@@ -130,7 +130,7 @@
id = "corporate_module"
req_tech = list("programming" = 4, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100)
materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_DIAMOND = 100)
build_path = /obj/item/weapon/aiModule/core/full/corp
category = list("AI Modules")
@@ -140,6 +140,6 @@
id = "custom_module"
req_tech = list("programming" = 4, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100)
materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_DIAMOND = 100)
build_path = /obj/item/weapon/aiModule/core/full/custom
category = list("AI Modules")
@@ -6,7 +6,7 @@
name = "Bucket"
id = "bucket"
build_type = AUTOLATHE
materials = list("$metal" = 200)
materials = list(MAT_METAL = 200)
build_path = /obj/item/weapon/reagent_containers/glass/bucket
category = list("initial","Tools")
@@ -14,7 +14,7 @@
name = "Pocket crowbar"
id = "crowbar"
build_type = AUTOLATHE
materials = list("$metal" = 50)
materials = list(MAT_METAL = 50)
build_path = /obj/item/weapon/crowbar
category = list("initial","Tools")
@@ -22,7 +22,7 @@
name = "Flashlight"
id = "flashlight"
build_type = AUTOLATHE
materials = list("$metal" = 50, "$glass" = 20)
materials = list(MAT_METAL = 50, MAT_GLASS = 20)
build_path = /obj/item/device/flashlight
category = list("initial","Tools")
@@ -30,7 +30,7 @@
name = "Fire extinguisher"
id = "extinguisher"
build_type = AUTOLATHE
materials = list("$metal" = 90)
materials = list(MAT_METAL = 90)
build_path = /obj/item/weapon/extinguisher
category = list("initial","Tools")
@@ -38,7 +38,7 @@
name = "Multitool"
id = "multitool"
build_type = AUTOLATHE
materials = list("$metal" = 50, "$glass" = 20)
materials = list(MAT_METAL = 50, MAT_GLASS = 20)
build_path = /obj/item/device/multitool
category = list("initial","Tools")
@@ -46,7 +46,7 @@
name = "Analyzer"
id = "analyzer"
build_type = AUTOLATHE
materials = list("$metal" = 30, "$glass" = 20)
materials = list(MAT_METAL = 30, MAT_GLASS = 20)
build_path = /obj/item/device/analyzer
category = list("initial","Tools")
@@ -54,7 +54,7 @@
name = "T-ray scanner"
id = "tscanner"
build_type = AUTOLATHE
materials = list("$metal" = 150)
materials = list(MAT_METAL = 150)
build_path = /obj/item/device/t_scanner
category = list("initial","Tools")
@@ -62,7 +62,7 @@
name = "Welding tool"
id = "welding_tool"
build_type = AUTOLATHE
materials = list("$metal" = 70, "$glass" = 20)
materials = list(MAT_METAL = 70, MAT_GLASS = 20)
build_path = /obj/item/weapon/weldingtool
category = list("initial","Tools")
@@ -70,7 +70,7 @@
name = "Screwdriver"
id = "screwdriver"
build_type = AUTOLATHE
materials = list("$metal" = 75)
materials = list(MAT_METAL = 75)
build_path = /obj/item/weapon/screwdriver
category = list("initial","Tools")
@@ -78,7 +78,7 @@
name = "Wirecutters"
id = "wirecutters"
build_type = AUTOLATHE
materials = list("$metal" = 80)
materials = list(MAT_METAL = 80)
build_path = /obj/item/weapon/wirecutters
category = list("initial","Tools")
@@ -86,7 +86,7 @@
name = "Wrench"
id = "wrench"
build_type = AUTOLATHE
materials = list("$metal" = 150)
materials = list(MAT_METAL = 150)
build_path = /obj/item/weapon/wrench
category = list("initial","Tools")
@@ -94,7 +94,7 @@
name = "Welding helmet"
id = "welding_helmet"
build_type = AUTOLATHE
materials = list("$metal" = 1750, "$glass" = 400)
materials = list(MAT_METAL = 1750, MAT_GLASS = 400)
build_path = /obj/item/clothing/head/welding
category = list("initial","Tools")
@@ -102,7 +102,7 @@
name = "Console screen"
id = "console_screen"
build_type = AUTOLATHE
materials = list("$glass" = 200)
materials = list(MAT_GLASS = 200)
build_path = /obj/item/weapon/stock_parts/console_screen
category = list("initial", "Electronics")
@@ -110,7 +110,7 @@
name = "APC Power Control Module"
id = "power control"
build_type = AUTOLATHE
materials = list("$metal" = 100, "$glass" = 100)
materials = list(MAT_METAL = 100, MAT_GLASS = 100)
build_path = /obj/item/weapon/module/power_control
category = list("initial", "Electronics")
@@ -118,7 +118,7 @@
name = "Airlock electronics"
id = "airlock_board"
build_type = AUTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
materials = list(MAT_METAL = 50, MAT_GLASS = 50)
build_path = /obj/item/weapon/airlock_electronics
category = list("initial", "Electronics")
@@ -126,7 +126,7 @@
name = "Air alarm electronics"
id = "airalarm_electronics"
build_type = AUTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
materials = list(MAT_METAL = 50, MAT_GLASS = 50)
build_path = /obj/item/weapon/airalarm_electronics
category = list("initial", "Electronics")
@@ -134,7 +134,7 @@
name = "Fire alarm electronics"
id = "firealarm_electronics"
build_type = AUTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
materials = list(MAT_METAL = 50, MAT_GLASS = 50)
build_path = /obj/item/weapon/firealarm_electronics
category = list("initial", "Electronics")
@@ -142,7 +142,7 @@
name = "Pipe painter"
id = "pipe_painter"
build_type = AUTOLATHE
materials = list("$metal" = 5000, "$glass" = 2000)
materials = list(MAT_METAL = 5000, MAT_GLASS = 2000)
build_path = /obj/item/device/pipe_painter
category = list("initial", "Misc")
@@ -150,7 +150,7 @@
name = "Metal"
id = "metal"
build_type = AUTOLATHE
materials = list("$metal" = MINERAL_MATERIAL_AMOUNT)
materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT)
build_path = /obj/item/stack/sheet/metal
category = list("initial","Construction")
@@ -158,7 +158,7 @@
name = "Glass"
id = "glass"
build_type = AUTOLATHE
materials = list("$glass" = MINERAL_MATERIAL_AMOUNT)
materials = list(MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
build_path = /obj/item/stack/sheet/glass
category = list("initial","Construction")
@@ -166,7 +166,7 @@
name = "Reinforced glass"
id = "rglass"
build_type = AUTOLATHE
materials = list("$metal" = 1000, "$glass" = MINERAL_MATERIAL_AMOUNT)
materials = list(MAT_METAL = 1000, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
build_path = /obj/item/stack/sheet/rglass
category = list("initial","Construction")
@@ -174,7 +174,7 @@
name = "Metal rod"
id = "rods"
build_type = AUTOLATHE
materials = list("$metal" = 1000)
materials = list(MAT_METAL = 1000)
build_path = /obj/item/stack/rods
category = list("initial","Construction")
@@ -182,7 +182,7 @@
name = "Compressed matter cardridge"
id = "rcd_ammo"
build_type = AUTOLATHE
materials = list("$metal" = 16000, "$glass"=8000)
materials = list(MAT_METAL = 16000, MAT_GLASS=8000)
build_path = /obj/item/weapon/rcd_ammo
category = list("initial","Construction")
@@ -190,7 +190,7 @@
name = "Kitchen knife"
id = "kitchen_knife"
build_type = AUTOLATHE
materials = list("$metal" = 12000)
materials = list(MAT_METAL = 12000)
build_path = /obj/item/weapon/kitchen/knife
category = list("initial","Misc")
@@ -198,7 +198,7 @@
name = "Scalpel"
id = "scalpel"
build_type = AUTOLATHE
materials = list("$metal" = 4000, "$glass" = 1000)
materials = list(MAT_METAL = 4000, MAT_GLASS = 1000)
build_path = /obj/item/weapon/scalpel
category = list("initial", "Medical")
@@ -206,7 +206,7 @@
name = "Circular saw"
id = "circular_saw"
build_type = AUTOLATHE
materials = list("$metal" = 10000, "$glass" = 6000)
materials = list(MAT_METAL = 10000, MAT_GLASS = 6000)
build_path = /obj/item/weapon/circular_saw
category = list("initial", "Medical")
@@ -214,7 +214,7 @@
name = "Surgical drill"
id = "surgicaldrill"
build_type = AUTOLATHE
materials = list("$metal" = 10000, "$glass" = 6000)
materials = list(MAT_METAL = 10000, MAT_GLASS = 6000)
build_path = /obj/item/weapon/surgicaldrill
category = list("initial", "Medical")
@@ -222,7 +222,7 @@
name = "Retractor"
id = "retractor"
build_type = AUTOLATHE
materials = list("$metal" = 6000, "$glass" = 3000)
materials = list(MAT_METAL = 6000, MAT_GLASS = 3000)
build_path = /obj/item/weapon/retractor
category = list("initial", "Medical")
@@ -230,7 +230,7 @@
name = "Cautery"
id = "cautery"
build_type = AUTOLATHE
materials = list("$metal" = 2500, "$glass" = 750)
materials = list(MAT_METAL = 2500, MAT_GLASS = 750)
build_path = /obj/item/weapon/cautery
category = list("initial", "Medical")
@@ -238,7 +238,7 @@
name = "Hemostat"
id = "hemostat"
build_type = AUTOLATHE
materials = list("$metal" = 5000, "$glass" = 2500)
materials = list(MAT_METAL = 5000, MAT_GLASS = 2500)
build_path = /obj/item/weapon/hemostat
category = list("initial", "Medical")
@@ -246,7 +246,7 @@
name = "Beaker"
id = "beaker"
build_type = AUTOLATHE
materials = list("$glass" = 500)
materials = list(MAT_GLASS = 500)
build_path = /obj/item/weapon/reagent_containers/glass/beaker
category = list("initial", "Medical")
@@ -254,7 +254,7 @@
name = "Large beaker"
id = "large_beaker"
build_type = AUTOLATHE
materials = list("$glass" = 2500)
materials = list(MAT_GLASS = 2500)
build_path = /obj/item/weapon/reagent_containers/glass/beaker/large
category = list("initial", "Medical")
@@ -262,7 +262,7 @@
name = "Beanbag slug"
id = "beanbag_slug"
build_type = AUTOLATHE
materials = list("$metal" = 250)
materials = list(MAT_METAL = 250)
build_path = /obj/item/ammo_casing/shotgun/beanbag
category = list("initial", "Security")
@@ -270,7 +270,7 @@
name = "Speed loader (.38)"
id = "c38"
build_type = AUTOLATHE
materials = list("$metal" = 30000)
materials = list(MAT_METAL = 30000)
build_path = /obj/item/ammo_box/c38
category = list("initial", "Security")
@@ -278,7 +278,7 @@
name = "Universal recorder"
id = "recorder"
build_type = AUTOLATHE
materials = list("$metal" = 60, "$glass" = 30)
materials = list(MAT_METAL = 60, MAT_GLASS = 30)
build_path = /obj/item/device/taperecorder/empty
category = list("initial", "Misc")
@@ -286,7 +286,7 @@
name = "Tape"
id = "tape"
build_type = AUTOLATHE
materials = list("$metal" = 20, "$glass" = 5)
materials = list(MAT_METAL = 20, MAT_GLASS = 5)
build_path = /obj/item/device/tape
category = list("initial", "Misc")
@@ -294,7 +294,7 @@
name = "Igniter"
id = "igniter"
build_type = AUTOLATHE
materials = list("$metal" = 500, "$glass" = 50)
materials = list(MAT_METAL = 500, MAT_GLASS = 50)
build_path = /obj/item/device/assembly/igniter
category = list("initial", "Misc")
@@ -302,7 +302,7 @@
name = "Remote signaling device"
id = "signaler"
build_type = AUTOLATHE
materials = list("$metal" = 400, "$glass" = 120)
materials = list(MAT_METAL = 400, MAT_GLASS = 120)
build_path = /obj/item/device/assembly/signaler
category = list("initial", "T-Comm")
@@ -310,7 +310,7 @@
name = "Radio headset"
id = "radio_headset"
build_type = AUTOLATHE
materials = list("$metal" = 75)
materials = list(MAT_METAL = 75)
build_path = /obj/item/device/radio/headset
category = list("initial", "T-Comm")
@@ -318,7 +318,7 @@
name = "Station bounced radio"
id = "bounced_radio"
build_type = AUTOLATHE
materials = list("$metal" = 75, "$glass" = 25)
materials = list(MAT_METAL = 75, MAT_GLASS = 25)
build_path = /obj/item/device/radio/off
category = list("initial", "T-Comm")
@@ -326,7 +326,7 @@
name = "Infrared emitter"
id = "infrared_emitter"
build_type = AUTOLATHE
materials = list("$metal" = 1000, "$glass" = 500)
materials = list(MAT_METAL = 1000, MAT_GLASS = 500)
build_path = /obj/item/device/assembly/infra
category = list("initial", "Misc")
@@ -334,7 +334,7 @@
name = "Timer"
id = "timer"
build_type = AUTOLATHE
materials = list("$metal" = 500, "$glass" = 50)
materials = list(MAT_METAL = 500, MAT_GLASS = 50)
build_path = /obj/item/device/assembly/timer
category = list("initial", "Misc")
@@ -342,7 +342,7 @@
name = "Voice analyser"
id = "voice_analyser"
build_type = AUTOLATHE
materials = list("$metal" = 500, "$glass" = 50)
materials = list(MAT_METAL = 500, MAT_GLASS = 50)
build_path = /obj/item/device/assembly/voice
category = list("initial", "Misc")
@@ -350,7 +350,7 @@
name = "Light tube"
id = "light_tube"
build_type = AUTOLATHE
materials = list("$metal" = 60, "$glass" = 100)
materials = list(MAT_METAL = 60, MAT_GLASS = 100)
build_path = /obj/item/weapon/light/tube
category = list("initial", "Construction")
@@ -358,7 +358,7 @@
name = "Light bulb"
id = "light_bulb"
build_type = AUTOLATHE
materials = list("$metal" = 60, "$glass" = 100)
materials = list(MAT_METAL = 60, MAT_GLASS = 100)
build_path = /obj/item/weapon/light/bulb
category = list("initial", "Construction")
@@ -366,7 +366,7 @@
name = "Camera assembly"
id = "camera_assembly"
build_type = AUTOLATHE
materials = list("$metal" = 400, "$glass" = 250)
materials = list(MAT_METAL = 400, MAT_GLASS = 250)
build_path = /obj/item/weapon/camera_assembly
category = list("initial", "Construction")
@@ -374,7 +374,7 @@
name = "Newscaster frame"
id = "newscaster_frame"
build_type = AUTOLATHE
materials = list("$metal" = 14000, "$glass" = 8000)
materials = list(MAT_METAL = 14000, MAT_GLASS = 8000)
build_path = /obj/item/newscaster_frame
category = list("initial", "Construction")
@@ -382,7 +382,7 @@
name = "Syringe"
id = "syringe"
build_type = AUTOLATHE
materials = list("$metal" = 10, "$glass" = 20)
materials = list(MAT_METAL = 10, MAT_GLASS = 20)
build_path = /obj/item/weapon/reagent_containers/syringe
category = list("initial", "Medical")
@@ -390,7 +390,7 @@
name = "Proximity sensor"
id = "prox_sensor"
build_type = AUTOLATHE
materials = list("$metal" = 800, "$glass" = 200)
materials = list(MAT_METAL = 800, MAT_GLASS = 200)
build_path = /obj/item/device/assembly/prox_sensor
category = list("initial", "Misc")
@@ -398,7 +398,7 @@
name = "Box of Foam Darts"
id = "foam_dart"
build_type = AUTOLATHE
materials = list("$metal" = 500)
materials = list(MAT_METAL = 500)
build_path = /obj/item/ammo_box/foambox
category = list("initial", "Misc")
@@ -407,7 +407,7 @@
name = "Flamethrower"
id = "flamethrower"
build_type = AUTOLATHE
materials = list("$metal" = 500)
materials = list(MAT_METAL = 500)
build_path = /obj/item/weapon/flamethrower/full
category = list("hacked", "Weapons and ammo")
@@ -415,7 +415,7 @@
name = "Rapid construction device (RCD)"
id = "rcd"
build_type = AUTOLATHE
materials = list("$metal" = 30000)
materials = list(MAT_METAL = 30000)
build_path = /obj/item/weapon/rcd
category = list("hacked", "Construction")
@@ -423,7 +423,7 @@
name = "Rapid pipe dispenser (RPD)"
id = "rpd"
build_type = AUTOLATHE
materials = list("$metal" = 75000, "$glass" = 37500)
materials = list(MAT_METAL = 75000, MAT_GLASS = 37500)
build_path = /obj/item/weapon/pipe_dispenser
category = list("hacked", "Construction")
@@ -431,7 +431,7 @@
name = "Electropack"
id = "electropack"
build_type = AUTOLATHE
materials = list("$metal" = 10000, "$glass" = 2500)
materials = list(MAT_METAL = 10000, MAT_GLASS = 2500)
build_path = /obj/item/device/electropack
category = list("hacked", "Tools")
@@ -439,7 +439,7 @@
name = "Industrial welding tool"
id = "large_welding_tool"
build_type = AUTOLATHE
materials = list("$metal" = 70, "$glass" = 60)
materials = list(MAT_METAL = 70, MAT_GLASS = 60)
build_path = /obj/item/weapon/weldingtool/largetank
category = list("hacked", "Tools")
@@ -447,7 +447,7 @@
name = "Handcuffs"
id = "handcuffs"
build_type = AUTOLATHE
materials = list("$metal" = 500)
materials = list(MAT_METAL = 500)
build_path = /obj/item/weapon/restraints/handcuffs
category = list("hacked", "Security")
@@ -455,7 +455,7 @@
name = "Shotgun slug"
id = "shotgun_slug"
build_type = AUTOLATHE
materials = list("$metal" = 4000)
materials = list(MAT_METAL = 4000)
build_path = /obj/item/ammo_casing/shotgun
category = list("hacked", "Security")
@@ -463,7 +463,7 @@
name = "Buckshot shell"
id = "buckshot_shell"
build_type = AUTOLATHE
materials = list("$metal" = 4000)
materials = list(MAT_METAL = 4000)
build_path = /obj/item/ammo_casing/shotgun/buckshot
category = list("hacked", "Security")
@@ -471,7 +471,7 @@
name = "Shotgun dart"
id = "shotgun_dart"
build_type = AUTOLATHE
materials = list("$metal" = 4000)
materials = list(MAT_METAL = 4000)
build_path = /obj/item/ammo_casing/shotgun/dart
category = list("hacked", "Security")
@@ -479,7 +479,7 @@
name = "Incendiary slug"
id = "incendiary_slug"
build_type = AUTOLATHE
materials = list("$metal" = 4000)
materials = list(MAT_METAL = 4000)
build_path = /obj/item/ammo_casing/shotgun/incendiary
category = list("hacked", "Security")
@@ -487,7 +487,7 @@
name = "Ammo box (.357)"
id = "a357"
build_type = AUTOLATHE
materials = list("$metal" = 30000)
materials = list(MAT_METAL = 30000)
build_path = /obj/item/ammo_box/a357
category = list("hacked", "Security")
@@ -495,7 +495,7 @@
name = "Ammo box (10mm)"
id = "c10mm"
build_type = AUTOLATHE
materials = list("$metal" = 30000)
materials = list(MAT_METAL = 30000)
build_path = /obj/item/ammo_box/c10mm
category = list("hacked", "Security")
@@ -503,7 +503,7 @@
name = "Ammo box (.45)"
id = "c45"
build_type = AUTOLATHE
materials = list("$metal" = 30000)
materials = list(MAT_METAL = 30000)
build_path = /obj/item/ammo_box/c45
category = list("hacked", "Security")
@@ -511,7 +511,7 @@
name = "Ammo box (9mm)"
id = "c9mm"
build_type = AUTOLATHE
materials = list("$metal" = 30000)
materials = list(MAT_METAL = 30000)
build_path = /obj/item/ammo_box/c9mm
category = list("hacked", "Security")
@@ -519,7 +519,7 @@
name = "Spraycan"
id = "spraycan"
build_type = AUTOLATHE
materials = list("$metal" = 100, "$glass" = 100)
materials = list(MAT_METAL = 100, MAT_GLASS = 100)
build_path = /obj/item/toy/crayon/spraycan
category = list("initial", "Tools")
@@ -527,7 +527,7 @@
name = "Destination tagger"
id = "desttagger"
build_type = AUTOLATHE
materials = list("$metal" = 250, "$glass" = 125)
materials = list(MAT_METAL = 250, MAT_GLASS = 125)
build_path = /obj/item/device/destTagger
category = list("initial", "Electronics")
@@ -535,6 +535,6 @@
name = "Hand labeler"
id = "handlabel"
build_type = AUTOLATHE
materials = list("$metal" = 150, "$glass" = 125)
materials = list(MAT_METAL = 150, MAT_GLASS = 125)
build_path = /obj/item/weapon/hand_labeler
category = list("initial", "Electronics")
@@ -6,7 +6,7 @@
id = "seccamera"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/security
category = list("Computer Boards")
@@ -16,7 +16,7 @@
id = "aicore"
req_tech = list("programming" = 4, "biotech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/aicore
category = list("Computer Boards")
@@ -26,7 +26,7 @@
id = "aiupload"
req_tech = list("programming" = 4)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/aiupload
category = list("Computer Boards")
@@ -36,7 +36,7 @@
id = "borgupload"
req_tech = list("programming" = 4)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/borgupload
category = list("Computer Boards")
@@ -46,7 +46,7 @@
id = "med_data"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/med_data
category = list("Computer Boards")
@@ -56,7 +56,7 @@
id = "operating"
req_tech = list("programming" = 2, "biotech" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/operating
category = list("Computer Boards")
@@ -66,7 +66,7 @@
id = "pandemic"
req_tech = list("programming" = 2, "biotech" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/pandemic
category = list("Computer Boards")
@@ -76,7 +76,7 @@
id = "scan_console"
req_tech = list("programming" = 2, "biotech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/scan_consolenew
category = list("Computer Boards")
@@ -86,7 +86,7 @@
id = "comconsole"
req_tech = list("programming" = 2, "magnets" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/communications
category = list("Computer Boards")
@@ -96,7 +96,7 @@
id = "idcardconsole"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/card
category = list("Computer Boards")
@@ -106,7 +106,7 @@
id = "crewconsole"
req_tech = list("programming" = 3, "magnets" = 2, "biotech" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/crew
category = list("Computer Boards")
@@ -116,7 +116,7 @@
id = "teleconsole"
req_tech = list("programming" = 3, "bluespace" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/teleporter
category = list("Computer Boards")
@@ -126,7 +126,7 @@
id = "secdata"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/secure_data
category = list("Computer Boards")
@@ -136,7 +136,7 @@
id = "atmosalerts"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/atmos_alert
category = list("Computer Boards")
@@ -146,7 +146,7 @@
id = "air_management"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/air_management
category = list("Computer Boards")
@@ -156,7 +156,7 @@
id = "robocontrol"
req_tech = list("programming" = 4)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/robotics
category = list("Computer Boards")
@@ -166,7 +166,7 @@
id = "clonecontrol"
req_tech = list("programming" = 3, "biotech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/cloning
category = list("Computer Boards")
@@ -176,7 +176,7 @@
id = "clonepod"
req_tech = list("programming" = 3, "biotech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/clonepod
category = list("Computer Boards")
@@ -186,7 +186,7 @@
id = "clonescanner"
req_tech = list("programming" = 3, "biotech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/clonescanner
category = list("Computer Boards")
@@ -196,7 +196,7 @@
id = "arcademachine"
req_tech = list("programming" = 1)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/arcade/battle
category = list("Computer Boards")
@@ -206,7 +206,7 @@
id = "arcademachine"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/arcade/orion_trail
category = list("Computer Boards")
@@ -216,7 +216,7 @@
id = "slotmachine"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/slot_machine
category = list("Computer Boards")
@@ -226,7 +226,7 @@
id = "powermonitor"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/powermonitor
category = list("Computer Boards")
@@ -236,7 +236,7 @@
id = "solarcontrol"
req_tech = list("programming" = 2, "powerstorage" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/solar_control
category = list("Computer Boards")
@@ -246,7 +246,7 @@
id = "prisonmanage"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/prisoner
category = list("Computer Boards")
@@ -256,7 +256,7 @@
id = "mechacontrol"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha_control
category = list("Computer Boards")
@@ -266,7 +266,7 @@
id = "mechapower"
req_tech = list("programming" = 2, "powerstorage" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mech_bay_power_console
category = list("Computer Boards")
@@ -276,7 +276,7 @@
id = "rdconsole"
req_tech = list("programming" = 4)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/rdconsole
category = list("Computer Boards")
@@ -286,7 +286,7 @@
id = "ordercomp"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/ordercomp
category = list("Computer Boards")
@@ -296,7 +296,7 @@
id = "supplycomp"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/supplycomp
category = list("Computer Boards")
@@ -306,7 +306,7 @@
id = "mining"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mining
category = list("Computer Boards")
@@ -316,7 +316,7 @@
id = "comm_monitor"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/comm_monitor
category = list("Computer Boards")
@@ -326,7 +326,7 @@
id = "comm_server"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/comm_server
category = list("Computer Boards")
@@ -336,7 +336,7 @@
id = "message_monitor"
req_tech = list("programming" = 5)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/message_monitor
category = list("Computer Boards")
@@ -346,7 +346,7 @@
id = "comm_traffic"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/comm_traffic
category = list("Computer Boards")
@@ -356,7 +356,7 @@
id = "telesci_console"
req_tech = list("programming" = 3, "bluespace" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/telesci_console
category = list("Computer Boards")
@@ -366,7 +366,7 @@
id = "aifixer"
req_tech = list("programming" = 3, "biotech" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/aifixer
category = list("Computer Boards")
@@ -376,6 +376,6 @@
id = "libraryconsole"
req_tech = list("programming" = 1)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/libraryconsole
category = list("Computer Boards")
@@ -8,7 +8,7 @@
id = "smes"
req_tech = list("programming" = 4, "powerstorage" = 5, "engineering" = 4)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/smes
category = list ("Engineering Machinery")
@@ -18,7 +18,7 @@
id = "power_turbine_console"
req_tech = list("programming" = 4, "powerstorage" = 4, "engineering" = 4)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/turbine_computer
category = list ("Engineering Machinery")
@@ -28,7 +28,7 @@
id = "power_compressor"
req_tech = list("programming" = 4, "powerstorage" = 5, "engineering" = 4)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/power_compressor
category = list ("Engineering Machinery")
@@ -38,7 +38,7 @@
id = "power_turbine"
req_tech = list("programming" = 4, "powerstorage" = 4, "engineering" = 5)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/power_turbine
category = list ("Engineering Machinery")
@@ -48,7 +48,7 @@
id = "thermomachine"
req_tech = list("programming" = 3, "plasmatech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/thermomachine
category = list ("Engineering Machinery")
@@ -58,7 +58,7 @@
id = "tele_station"
req_tech = list("programming" = 4, "bluespace" = 4, "engineering" = 4)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/teleporter_station
category = list ("Teleportation Machinery")
@@ -68,7 +68,7 @@
id = "tele_hub"
req_tech = list("programming" = 3, "bluespace" = 5, "materials" = 4, "engineering" = 5)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/teleporter_hub
category = list ("Teleportation Machinery")
@@ -78,7 +78,7 @@
id = "telepad"
req_tech = list("programming" = 4, "bluespace" = 4, "materials" = 3, "engineering" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/telesci_pad
category = list ("Teleportation Machinery")
@@ -88,7 +88,7 @@
id = "sleeper"
req_tech = list("programming" = 3, "biotech" = 2, "materials" = 3, "engineering" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/sleeper
category = list ("Medical Machinery")
@@ -98,7 +98,7 @@
id = "cryotube"
req_tech = list("programming" = 4, "biotech" = 3, "engineering" = 4)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/cryo_tube
category = list ("Medical Machinery")
@@ -108,7 +108,7 @@
id = "chem_dispenser"
req_tech = list("programming" = 4, "biotech" = 3, "engineering" = 4, "materials" = 4, "plasmatech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/chem_dispenser
category = list ("Medical Machinery")
@@ -118,7 +118,7 @@
id = "chem_master"
req_tech = list("biotech" = 1, "materials" = 2, "programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/chem_master
category = list ("Medical Machinery")
@@ -128,7 +128,7 @@
id = "chem_heater"
req_tech = list("engineering" = 2, "materials" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/chem_heater
category = list ("Medical Machinery")
@@ -138,7 +138,7 @@
id = "biogenerator"
req_tech = list("programming" = 3, "biotech" = 2, "materials" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/biogenerator
category = list ("Hydroponics Machinery")
@@ -148,7 +148,7 @@
id = "hydro_tray"
req_tech = list("programming" = 1, "biotech" = 1)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/hydroponics
category = list ("Hydroponics Machinery")
@@ -158,7 +158,7 @@
id = "destructive_analyzer"
req_tech = list("programming" = 2, "magnets" = 2, "engineering" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/destructive_analyzer
category = list("Research Machinery")
@@ -168,7 +168,7 @@
id = "experimentor"
req_tech = list("programming" = 2, "magnets" = 2, "engineering" = 2, "bluespace" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/experimentor
category = list("Research Machinery")
@@ -178,7 +178,7 @@
id = "protolathe"
req_tech = list("programming" = 2, "engineering" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/protolathe
category = list("Research Machinery")
@@ -188,7 +188,7 @@
id = "circuit_imprinter"
req_tech = list("programming" = 2, "engineering" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/circuit_imprinter
category = list("Research Machinery")
@@ -198,7 +198,7 @@
id = "rdservercontrol"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/rdservercontrol
category = list("Research Machinery")
@@ -208,7 +208,7 @@
id = "rdserver"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/rdserver
category = list("Research Machinery")
@@ -218,7 +218,7 @@
id = "mechfab"
req_tech = list("programming" = 3, "engineering" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mechfab
category = list("Research Machinery")
@@ -228,7 +228,7 @@
id = "cyborgrecharger"
req_tech = list("powerstorage" = 3, "engineering" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/cyborgrecharger
category = list("Research Machinery")
@@ -238,7 +238,7 @@
id = "mech_recharger"
req_tech = list("programming" = 3, "powerstorage" = 4, "engineering" = 4)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mech_recharger
category = list("Research Machinery")
@@ -248,7 +248,7 @@
id = "microwave"
req_tech = list("programming" = 1)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/microwave
category = list ("Misc. Machinery")
@@ -258,7 +258,7 @@
id = "gibber"
req_tech = list("programming" = 1)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/gibber
category = list ("Misc. Machinery")
@@ -268,7 +268,7 @@
id = "smartfridge"
req_tech = list("programming" = 1)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/smartfridge
category = list ("Misc. Machinery")
@@ -278,7 +278,7 @@
id = "smartfridge"
req_tech = list("programming" = 1)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/monkey_recycler
category = list ("Misc. Machinery")
@@ -288,7 +288,7 @@
id = "seed_extractor"
req_tech = list("programming" = 1)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/seed_extractor
category = list ("Misc. Machinery")
@@ -298,7 +298,7 @@
id = "processor"
req_tech = list("programming" = 1)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/processor
category = list ("Misc. Machinery")
@@ -308,7 +308,7 @@
id = "recycler"
req_tech = list("programming" = 1)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/recycler
category = list ("Misc. Machinery")
@@ -318,7 +318,7 @@
id = "holopad"
req_tech = list("programming" = 1)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/holopad
category = list ("Misc. Machinery")
@@ -328,7 +328,7 @@
id = "autolathe"
req_tech = list("programming" = 2, "engineering" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/autolathe
category = list ("Misc. Machinery")
@@ -338,7 +338,7 @@
id = "vendor"
req_tech = list("programming" = 1)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/vendor
category = list ("Misc. Machinery")
@@ -348,7 +348,7 @@
id = "ore_redemption"
req_tech = list("programming" = 1, "engineering" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/ore_redemption
category = list ("Misc. Machinery")
@@ -359,6 +359,6 @@
id = "mining_equipment_vendor"
req_tech = list("programming" = 1, "engineering" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mining_equipment_vendor
category = list ("Misc. Machinery")
+35 -35
View File
@@ -8,7 +8,7 @@
id = "ripley_main"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/ripley/main
category = list("Exosuit Modules")
@@ -18,7 +18,7 @@
id = "ripley_peri"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/ripley/peripherals
category = list("Exosuit Modules")
@@ -28,7 +28,7 @@
id = "odysseus_main"
req_tech = list("programming" = 3,"biotech" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/odysseus/main
category = list("Exosuit Modules")
@@ -38,7 +38,7 @@
id = "odysseus_peri"
req_tech = list("programming" = 3,"biotech" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/odysseus/peripherals
category = list("Exosuit Modules")
@@ -48,7 +48,7 @@
id = "gygax_main"
req_tech = list("programming" = 4)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/gygax/main
category = list("Exosuit Modules")
@@ -58,7 +58,7 @@
id = "gygax_peri"
req_tech = list("programming" = 4)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/gygax/peripherals
category = list("Exosuit Modules")
@@ -68,7 +68,7 @@
id = "gygax_targ"
req_tech = list("programming" = 4, "combat" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/gygax/targeting
category = list("Exosuit Modules")
@@ -78,7 +78,7 @@
id = "durand_main"
req_tech = list("programming" = 4)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/durand/main
category = list("Exosuit Modules")
@@ -88,7 +88,7 @@
id = "durand_peri"
req_tech = list("programming" = 4)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/durand/peripherals
category = list("Exosuit Modules")
@@ -98,7 +98,7 @@
id = "durand_targ"
req_tech = list("programming" = 4, "combat" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/durand/targeting
category = list("Exosuit Modules")
@@ -108,7 +108,7 @@
id = "honker_main"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/honker/main
category = list("Exosuit Modules")
@@ -118,7 +118,7 @@
id = "honker_peri"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/honker/peripherals
category = list("Exosuit Modules")
@@ -128,7 +128,7 @@
id = "honker_targ"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/honker/targeting
category = list("Exosuit Modules")
@@ -138,7 +138,7 @@
id = "phazon_main"
req_tech = list("programming" = 5, "materials" = 7, "powerstorage" = 6)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/phazon/main
category = list("Exosuit Modules")
@@ -148,7 +148,7 @@
id = "phazon_peri"
req_tech = list("programming" = 5, "bluespace" = 6)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/phazon/peripherals
category = list("Exosuit Modules")
@@ -158,7 +158,7 @@
id = "phazon_targ"
req_tech = list("programming" = 5, "magnets" = 6)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/phazon/targeting
category = list("Exosuit Modules")
@@ -173,7 +173,7 @@
build_type = MECHFAB
req_tech = list("combat" = 4)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot
materials = list("$metal"=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -184,7 +184,7 @@
build_type = MECHFAB
req_tech = list("combat" = 5, "materials" = 4)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine
materials = list("$metal"=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -195,7 +195,7 @@
build_type = MECHFAB
req_tech = list("combat" = 6, "magnets" = 5, "materials" = 5)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/ion
materials = list("$metal"=20000,"$silver"=6000,"$uranium"=2000)
materials = list(MAT_METAL=20000,MAT_SILVER=6000,MAT_URANIUM=2000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -206,7 +206,7 @@
build_type = MECHFAB
req_tech = list("combat" = 3, "magnets" = 3)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser
materials = list("$metal"=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -217,7 +217,7 @@
build_type = MECHFAB
req_tech = list("combat" = 4, "magnets" = 4)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy
materials = list("$metal"=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -228,7 +228,7 @@
build_type = MECHFAB
req_tech = list("combat" = 3)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang
materials = list("$metal"=22000,"$gold"=6000,"$silver"=8000)
materials = list(MAT_METAL=22000,MAT_GOLD=6000,MAT_SILVER=8000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -239,7 +239,7 @@
build_type = MECHFAB
req_tech = list("combat" = 6, "materials" = 6)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack
materials = list("$metal"=22000,"$gold"=6000,"$silver"=8000)
materials = list(MAT_METAL=22000,MAT_GOLD=6000,MAT_SILVER=8000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -250,7 +250,7 @@
build_type = MECHFAB
req_tech = list("combat"= 5, "materials" = 5, "syndicate" = 3)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/clusterbang
materials = list("$metal"=20000,"$gold"=10000,"$uranium"=10000)
materials = list(MAT_METAL=20000,MAT_GOLD=10000,MAT_URANIUM=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -261,7 +261,7 @@
build_type = MECHFAB
req_tech = list("bluespace" = 3, "magnets" = 2)
build_path = /obj/item/mecha_parts/mecha_equipment/wormhole_generator
materials = list("$metal"=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -272,7 +272,7 @@
build_type = MECHFAB
req_tech = list("bluespace" = 10, "magnets" = 5)
build_path = /obj/item/mecha_parts/mecha_equipment/teleporter
materials = list("$metal"=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -283,7 +283,7 @@
build_type = MECHFAB
req_tech = list("materials" = 4, "bluespace" = 3, "magnets" = 4, "powerstorage"=4, "engineering" = 4)
build_path = /obj/item/mecha_parts/mecha_equipment/tool/rcd
materials = list("$metal"=30000,"$gold"=20000,"$plasma"=25000,"$silver"=20000)
materials = list(MAT_METAL=30000,MAT_GOLD=20000,MAT_PLASMA=25000,MAT_SILVER=20000)
construction_time = 1200
category = list("Exosuit Equipment")
@@ -294,7 +294,7 @@
build_type = MECHFAB
req_tech = list("bluespace" = 2, "magnets" = 3, "engineering" = 3)
build_path = /obj/item/mecha_parts/mecha_equipment/gravcatapult
materials = list("$metal"=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -305,7 +305,7 @@
build_type = MECHFAB
req_tech = list("magnets" = 3, "programming" = 3, "engineering" = 3)
build_path = /obj/item/mecha_parts/mecha_equipment/repair_droid
materials = list("$metal"=10000,"$glass"=5000,"$gold"=1000,"$silver"=2000)
materials = list(MAT_METAL=10000,MAT_GLASS=5000,MAT_GOLD=1000,MAT_SILVER=2000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -316,7 +316,7 @@
build_type = MECHFAB
req_tech = list("magnets" = 4, "powerstorage" = 3)
build_path = /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay
materials = list("$metal"=10000,"$glass"=2000,"$gold"=2000,"$silver"=3000)
materials = list(MAT_METAL=10000,MAT_GLASS=2000,MAT_GOLD=2000,MAT_SILVER=3000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -327,7 +327,7 @@
build_type = MECHFAB
req_tech = list("materials" = 5, "combat" = 4)
build_path = /obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster
materials = list("$metal"=20000,"$silver"=5000)
materials = list(MAT_METAL=20000,MAT_SILVER=5000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -338,7 +338,7 @@
build_type = MECHFAB
req_tech = list("materials" = 5, "combat" = 5, "engineering"=3)
build_path = /obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster
materials = list("$metal"=20000,"$gold"=5000)
materials = list(MAT_METAL=20000,MAT_GOLD=5000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -349,7 +349,7 @@
build_type = MECHFAB
req_tech = list("materials" = 4, "engineering" = 3)
build_path = /obj/item/mecha_parts/mecha_equipment/tool/drill/diamonddrill
materials = list("$metal"=10000,"$diamond"=6500)
materials = list(MAT_METAL=10000,MAT_DIAMOND=6500)
construction_time = 100
category = list("Exosuit Equipment")
@@ -360,7 +360,7 @@
build_type = MECHFAB
req_tech = list("powerstorage"= 3, "engineering" = 3, "materials" = 3)
build_path = /obj/item/mecha_parts/mecha_equipment/generator/nuclear
materials = list("$metal"=10000,"$glass"=1000,"$silver"=500)
materials = list(MAT_METAL=10000,MAT_GLASS=1000,MAT_SILVER=500)
construction_time = 100
category = list("Exosuit Equipment")
@@ -371,6 +371,6 @@
build_type = MECHFAB
req_tech = list("powerstorage"= 3, "engineering" = 3, "materials" = 3, "combat" = 1, "plasma" = 2)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/plasma
materials = list("$metal" = 1500, "$glass" = 500, "$plasma" = 200)
materials = list(MAT_METAL = 1500, MAT_GLASS = 500, MAT_PLASMA = 200)
construction_time = 100
category = list("Exosuit Equipment")
@@ -4,7 +4,7 @@
id = "borg_suit"
build_type = MECHFAB
build_path = /obj/item/robot_parts/robot_suit
materials = list("$metal"=15000)
materials = list(MAT_METAL=15000)
construction_time = 500
category = list("Cyborg")
@@ -13,7 +13,7 @@
id = "borg_chest"
build_type = MECHFAB
build_path = /obj/item/robot_parts/chest
materials = list("$metal"=40000)
materials = list(MAT_METAL=40000)
construction_time = 350
category = list("Cyborg")
@@ -22,7 +22,7 @@
id = "borg_head"
build_type = MECHFAB
build_path = /obj/item/robot_parts/head
materials = list("$metal"=5000)
materials = list(MAT_METAL=5000)
construction_time = 350
category = list("Cyborg")
@@ -31,7 +31,7 @@
id = "borg_l_arm"
build_type = MECHFAB
build_path = /obj/item/robot_parts/l_arm
materials = list("$metal"=10000)
materials = list(MAT_METAL=10000)
construction_time = 200
category = list("Cyborg")
@@ -40,7 +40,7 @@
id = "borg_r_arm"
build_type = MECHFAB
build_path = /obj/item/robot_parts/r_arm
materials = list("$metal"=10000)
materials = list(MAT_METAL=10000)
construction_time = 200
category = list("Cyborg")
@@ -49,7 +49,7 @@
id = "borg_l_leg"
build_type = MECHFAB
build_path = /obj/item/robot_parts/l_leg
materials = list("$metal"=10000)
materials = list(MAT_METAL=10000)
construction_time = 200
category = list("Cyborg")
@@ -58,7 +58,7 @@
id = "borg_r_leg"
build_type = MECHFAB
build_path = /obj/item/robot_parts/r_leg
materials = list("$metal"=10000)
materials = list(MAT_METAL=10000)
construction_time = 200
category = list("Cyborg")
@@ -68,7 +68,7 @@
id = "ripley_chassis"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/chassis/ripley
materials = list("$metal"=20000)
materials = list(MAT_METAL=20000)
construction_time = 100
category = list("Ripley")
@@ -78,7 +78,7 @@
id = "firefighter_chassis"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/chassis/firefighter
materials = list("$metal"=20000)
materials = list(MAT_METAL=20000)
construction_time = 100
category = list("Firefighter")
@@ -87,7 +87,7 @@
id = "ripley_torso"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/ripley_torso
materials = list("$metal"=20000, "$glass"=7500)
materials = list(MAT_METAL=20000, MAT_GLASS=7500)
construction_time = 200
category = list("Ripley","Firefighter")
@@ -96,7 +96,7 @@
id = "ripley_left_arm"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/ripley_left_arm
materials = list("$metal"=15000)
materials = list(MAT_METAL=15000)
construction_time = 150
category = list("Ripley","Firefighter")
@@ -105,7 +105,7 @@
id = "ripley_right_arm"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/ripley_right_arm
materials = list("$metal"=15000)
materials = list(MAT_METAL=15000)
construction_time = 150
category = list("Ripley","Firefighter")
@@ -114,7 +114,7 @@
id = "ripley_left_leg"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/ripley_left_leg
materials = list("$metal"=15000)
materials = list(MAT_METAL=15000)
construction_time = 150
category = list("Ripley","Firefighter")
@@ -123,7 +123,7 @@
id = "ripley_right_leg"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/ripley_right_leg
materials = list("$metal"=15000)
materials = list(MAT_METAL=15000)
construction_time = 150
category = list("Ripley","Firefighter")
@@ -133,7 +133,7 @@
id = "odysseus_chassis"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/chassis/odysseus
materials = list("$metal"=20000)
materials = list(MAT_METAL=20000)
construction_time = 100
category = list("Odysseus")
@@ -142,7 +142,7 @@
id = "odysseus_torso"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/odysseus_torso
materials = list("$metal"=12000)
materials = list(MAT_METAL=12000)
construction_time = 180
category = list("Odysseus")
@@ -151,7 +151,7 @@
id = "odysseus_head"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/odysseus_head
materials = list("$metal"=6000,"$glass"=10000)
materials = list(MAT_METAL=6000,MAT_GLASS=10000)
construction_time = 100
category = list("Odysseus")
@@ -160,7 +160,7 @@
id = "odysseus_left_arm"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/odysseus_left_arm
materials = list("$metal"=6000)
materials = list(MAT_METAL=6000)
construction_time = 120
category = list("Odysseus")
@@ -169,7 +169,7 @@
id = "odysseus_right_arm"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/odysseus_right_arm
materials = list("$metal"=6000)
materials = list(MAT_METAL=6000)
construction_time = 120
category = list("Odysseus")
@@ -178,7 +178,7 @@
id = "odysseus_left_leg"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/odysseus_left_leg
materials = list("$metal"=7000)
materials = list(MAT_METAL=7000)
construction_time = 130
category = list("Odysseus")
@@ -187,7 +187,7 @@
id = "odysseus_right_leg"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/odysseus_right_leg
materials = list("$metal"=7000)
materials = list(MAT_METAL=7000)
construction_time = 130
category = list("Odysseus")
@@ -196,7 +196,7 @@
id = "odysseus_armor"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/odysseus_armor
materials = list("$metal"=15000)
materials = list(MAT_METAL=15000)
construction_time = 200
category = list("Odysseus")
*/
@@ -207,7 +207,7 @@
id = "gygax_chassis"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/chassis/gygax
materials = list("$metal"=20000)
materials = list(MAT_METAL=20000)
construction_time = 100
category = list("Gygax")
@@ -216,7 +216,7 @@
id = "gygax_torso"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/gygax_torso
materials = list("$metal"=20000,"$glass"=10000,"$diamond"=2000)
materials = list(MAT_METAL=20000,MAT_GLASS=10000,MAT_DIAMOND=2000)
construction_time = 300
category = list("Gygax")
@@ -225,7 +225,7 @@
id = "gygax_head"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/gygax_head
materials = list("$metal"=10000,"$glass"=5000, "$diamond"=2000)
materials = list(MAT_METAL=10000,MAT_GLASS=5000, MAT_DIAMOND=2000)
construction_time = 200
category = list("Gygax")
@@ -234,7 +234,7 @@
id = "gygax_left_arm"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/gygax_left_arm
materials = list("$metal"=15000, "$diamond"=1000)
materials = list(MAT_METAL=15000, MAT_DIAMOND=1000)
construction_time = 200
category = list("Gygax")
@@ -243,7 +243,7 @@
id = "gygax_right_arm"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/gygax_right_arm
materials = list("$metal"=15000, "$diamond"=1000)
materials = list(MAT_METAL=15000, MAT_DIAMOND=1000)
construction_time = 200
category = list("Gygax")
@@ -252,7 +252,7 @@
id = "gygax_left_leg"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/gygax_left_leg
materials = list("$metal"=15000, "$diamond"=2000)
materials = list(MAT_METAL=15000, MAT_DIAMOND=2000)
construction_time = 200
category = list("Gygax")
@@ -261,7 +261,7 @@
id = "gygax_right_leg"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/gygax_right_leg
materials = list("$metal"=15000, "$diamond"=2000)
materials = list(MAT_METAL=15000, MAT_DIAMOND=2000)
construction_time = 200
category = list("Gygax")
@@ -270,7 +270,7 @@
id = "gygax_armor"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/gygax_armor
materials = list("$metal"=25000,"$diamond"=10000)
materials = list(MAT_METAL=25000,MAT_DIAMOND=10000)
construction_time = 600
category = list("Gygax")
@@ -280,7 +280,7 @@
id = "durand_chassis"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/chassis/durand
materials = list("$metal"=25000)
materials = list(MAT_METAL=25000)
construction_time = 100
category = list("Durand")
@@ -289,7 +289,7 @@
id = "durand_torso"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/durand_torso
materials = list("$metal"=25000,"$glass"=10000,"$silver"=10000)
materials = list(MAT_METAL=25000,MAT_GLASS=10000,MAT_SILVER=10000)
construction_time = 300
category = list("Durand")
@@ -298,7 +298,7 @@
id = "durand_head"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/durand_head
materials = list("$metal"=10000,"$glass"=15000,"$silver"=2000)
materials = list(MAT_METAL=10000,MAT_GLASS=15000,MAT_SILVER=2000)
construction_time = 200
category = list("Durand")
@@ -307,7 +307,7 @@
id = "durand_left_arm"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/durand_left_arm
materials = list("$metal"=10000,"$silver"=4000)
materials = list(MAT_METAL=10000,MAT_SILVER=4000)
construction_time = 200
category = list("Durand")
@@ -316,7 +316,7 @@
id = "durand_right_arm"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/durand_right_arm
materials = list("$metal"=10000,"$silver"=4000)
materials = list(MAT_METAL=10000,MAT_SILVER=4000)
construction_time = 200
category = list("Durand")
@@ -325,7 +325,7 @@
id = "durand_left_leg"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/durand_left_leg
materials = list("$metal"=15000,"$silver"=4000)
materials = list(MAT_METAL=15000,MAT_SILVER=4000)
construction_time = 200
category = list("Durand")
@@ -334,7 +334,7 @@
id = "durand_right_leg"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/durand_right_leg
materials = list("$metal"=15000,"$silver"=4000)
materials = list(MAT_METAL=15000,MAT_SILVER=4000)
construction_time = 200
category = list("Durand")
@@ -343,7 +343,7 @@
id = "durand_armor"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/durand_armor
materials = list("$metal"=50000,"$uranium"=30000)
materials = list(MAT_METAL=50000,MAT_URANIUM=30000)
construction_time = 600
category = list("Durand")
@@ -353,7 +353,7 @@
id = "honk_chassis"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/chassis/honker
materials = list("$metal"=20000)
materials = list(MAT_METAL=20000)
construction_time = 100
category = list("H.O.N.K")
@@ -362,7 +362,7 @@
id = "honk_torso"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/honker_torso
materials = list("$metal"=20000,"$glass"=10000,"$bananium"=10000)
materials = list(MAT_METAL=20000,MAT_GLASS=10000,MAT_BANANIUM=10000)
construction_time = 300
category = list("H.O.N.K")
@@ -371,7 +371,7 @@
id = "honk_head"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/honker_head
materials = list("$metal"=10000,"$glass"=5000,"$bananium"=5000)
materials = list(MAT_METAL=10000,MAT_GLASS=5000,MAT_BANANIUM=5000)
construction_time = 200
category = list("H.O.N.K")
@@ -380,7 +380,7 @@
id = "honk_left_arm"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/honker_left_arm
materials = list("$metal"=15000,"$bananium"=5000)
materials = list(MAT_METAL=15000,MAT_BANANIUM=5000)
construction_time = 200
category = list("H.O.N.K")
@@ -389,7 +389,7 @@
id = "honk_right_arm"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/honker_right_arm
materials = list("$metal"=15000,"$bananium"=5000)
materials = list(MAT_METAL=15000,MAT_BANANIUM=5000)
construction_time = 200
category = list("H.O.N.K")
@@ -398,7 +398,7 @@
id = "honk_left_leg"
build_type = MECHFAB
build_path =/obj/item/mecha_parts/part/honker_left_leg
materials = list("$metal"=20000,"$bananium"=5000)
materials = list(MAT_METAL=20000,MAT_BANANIUM=5000)
construction_time = 200
category = list("H.O.N.K")
@@ -407,7 +407,7 @@
id = "honk_right_leg"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/honker_right_leg
materials = list("$metal"=20000,"$bananium"=5000)
materials = list(MAT_METAL=20000,MAT_BANANIUM=5000)
construction_time = 200
category = list("H.O.N.K")
@@ -418,7 +418,7 @@
id = "phazon_chassis"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/chassis/phazon
materials = list("$metal"=20000)
materials = list(MAT_METAL=20000)
construction_time = 100
category = list("Phazon")
@@ -427,7 +427,7 @@
id = "phazon_torso"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/phazon_torso
materials = list("$metal"=35000,"$glass"=10000,"$plasma"=20000)
materials = list(MAT_METAL=35000,MAT_GLASS=10000,MAT_PLASMA=20000)
construction_time = 300
category = list("Phazon")
@@ -436,7 +436,7 @@
id = "phazon_head"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/phazon_head
materials = list("$metal"=15000,"$glass"=5000,"$plasma"=10000)
materials = list(MAT_METAL=15000,MAT_GLASS=5000,MAT_PLASMA=10000)
construction_time = 200
category = list("Phazon")
@@ -445,7 +445,7 @@
id = "phazon_left_arm"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/phazon_left_arm
materials = list("$metal"=20000,"$plasma"=10000)
materials = list(MAT_METAL=20000,MAT_PLASMA=10000)
construction_time = 200
category = list("Phazon")
@@ -454,7 +454,7 @@
id = "phazon_right_arm"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/phazon_right_arm
materials = list("$metal"=20000,"$plasma"=10000)
materials = list(MAT_METAL=20000,MAT_PLASMA=10000)
construction_time = 200
category = list("Phazon")
@@ -463,7 +463,7 @@
id = "phazon_left_leg"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/phazon_left_leg
materials = list("$metal"=20000,"$plasma"=10000)
materials = list(MAT_METAL=20000,MAT_PLASMA=10000)
construction_time = 200
category = list("Phazon")
@@ -472,7 +472,7 @@
id = "phazon_right_leg"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/phazon_right_leg
materials = list("$metal"=20000,"$plasma"=10000)
materials = list(MAT_METAL=20000,MAT_PLASMA=10000)
construction_time = 200
category = list("Phazon")
@@ -481,7 +481,7 @@
id = "phazon_armor"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/part/phazon_armor
materials = list("$metal"=45000,"$plasma"=30000)
materials = list(MAT_METAL=45000,MAT_PLASMA=30000)
construction_time = 300
category = list("Phazon")
@@ -491,7 +491,7 @@
id = "mech_hydraulic_clamp"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/tool/hydraulic_clamp
materials = list("$metal"=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -500,7 +500,7 @@
id = "mech_drill"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/tool/drill
materials = list("$metal"=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -509,7 +509,7 @@
id = "mech_mscanner"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/tool/mining_scanner
materials = list("$metal"=5000,"$glass"=2500)
materials = list(MAT_METAL=5000,MAT_GLASS=2500)
construction_time = 50
category = list("Exosuit Equipment")
@@ -518,7 +518,7 @@
id = "mech_extinguisher"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/tool/extinguisher
materials = list("$metal"=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -527,7 +527,7 @@
id = "mech_cable_layer"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/tool/cable_layer
materials = list("$metal"=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -536,7 +536,7 @@
id = "mech_sleeper"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/tool/sleeper
materials = list("$metal"=5000,"$glass"=10000)
materials = list(MAT_METAL=5000,MAT_GLASS=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -545,7 +545,7 @@
id = "mech_syringe_gun"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/tool/syringe_gun
materials = list("$metal"=3000,"$glass"=2000)
materials = list(MAT_METAL=3000,MAT_GLASS=2000)
construction_time = 200
category = list("Exosuit Equipment")
@@ -554,7 +554,7 @@
id = "mech_generator"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/generator
materials = list("$metal"=10000,"$glass"=1000,"$silver"=500)
materials = list(MAT_METAL=10000,MAT_GLASS=1000,MAT_SILVER=500)
construction_time = 100
category = list("Exosuit Equipment")
@@ -563,7 +563,7 @@
id = "mech_taser"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/taser
materials = list("$metal"=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -572,7 +572,7 @@
id = "mech_lmg"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg
materials = list("$metal"=10000)
materials = list(MAT_METAL=10000)
construction_time = 100
category = list("Exosuit Equipment")
@@ -581,7 +581,7 @@
id = "mech_mousetrap_mortar"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/mousetrap_mortar
materials = list("$metal"=20000,"$bananium"=5000)
materials = list(MAT_METAL=20000,MAT_BANANIUM=5000)
construction_time = 300
category = list("Exosuit Equipment")
@@ -590,7 +590,7 @@
id = "mech_banana_mortar"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar
materials = list("$metal"=20000,"$bananium"=5000)
materials = list(MAT_METAL=20000,MAT_BANANIUM=5000)
construction_time = 300
category = list("Exosuit Equipment")
@@ -599,7 +599,7 @@
id = "mech_honker"
build_type = MECHFAB
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/honker
materials = list("$metal"=20000,"$bananium"=10000)
materials = list(MAT_METAL=20000,MAT_BANANIUM=10000)
construction_time = 500
category = list("Exosuit Equipment")
@@ -612,7 +612,7 @@
id = "borg_upgrade_reset"
build_type = MECHFAB
build_path = /obj/item/borg/upgrade/reset
materials = list("$metal"=10000)
materials = list(MAT_METAL=10000)
construction_time = 120
category = list("Cyborg Upgrade Modules")
@@ -621,7 +621,7 @@
id = "borg_upgrade_rename"
build_type = MECHFAB
build_path = /obj/item/borg/upgrade/rename
materials = list("$metal"=35000)
materials = list(MAT_METAL=35000)
construction_time = 120
category = list("Cyborg Upgrade Modules")
@@ -630,7 +630,7 @@
id = "borg_upgrade_restart"
build_type = MECHFAB
build_path = /obj/item/borg/upgrade/restart
materials = list("$metal"=60000 , "$glass"=5000)
materials = list(MAT_METAL=60000 , MAT_GLASS=5000)
construction_time = 120
category = list("Cyborg Upgrade Modules")
@@ -640,7 +640,7 @@
build_type = MECHFAB
build_path = /obj/item/borg/upgrade/vtec
req_tech = list("engineering" = 4, "materials" = 5)
materials = list("$metal"=80000 , "$glass"=6000 , "$uranium"= 5000)
materials = list(MAT_METAL=80000 , MAT_GLASS=6000 , MAT_URANIUM= 5000)
construction_time = 120
category = list("Cyborg Upgrade Modules")
@@ -650,7 +650,7 @@
build_type = MECHFAB
build_path = /obj/item/borg/upgrade/disablercooler
req_tech = list("combat" = 5, "powerstorage" = 4)
materials = list("$metal"=80000 , "$glass"=6000 , "$gold"= 2000, "$diamond" = 500)
materials = list(MAT_METAL=80000 , MAT_GLASS=6000 , MAT_GOLD= 2000, MAT_DIAMOND = 500)
construction_time = 120
category = list("Cyborg Upgrade Modules")
@@ -660,7 +660,7 @@
build_type = MECHFAB
build_path = /obj/item/borg/upgrade/jetpack
req_tech = list("engineering" = 4, "powerstorage" = 4)
materials = list("$metal"=10000, "$plasma"=5000, "$uranium" = 6000)
materials = list(MAT_METAL=10000, MAT_PLASMA=5000, MAT_URANIUM = 6000)
construction_time = 120
category = list("Cyborg Upgrade Modules")
@@ -670,7 +670,7 @@
build_type = MECHFAB
build_path = /obj/item/borg/upgrade/ddrill
req_tech = list("engineering" = 5, "materials" = 5)
materials = list("$metal"=10000, "$diamond"=3750)
materials = list(MAT_METAL=10000, MAT_DIAMOND=3750)
construction_time = 120
category = list("Cyborg Upgrade Modules")
@@ -680,7 +680,7 @@
build_type = MECHFAB
build_path = /obj/item/borg/upgrade/soh
req_tech = list("engineering" = 5, "materials" = 5, "bluespace" = 3)
materials = list("$metal" = 10000, "$gold" = 250, "$uranium" = 500)
materials = list(MAT_METAL = 10000, MAT_GOLD = 250, MAT_URANIUM = 500)
construction_time = 120
category = list("Cyborg Upgrade Modules")
@@ -691,7 +691,7 @@
build_type = MECHFAB
req_tech = list("combat" = 4, "syndicate" = 3)
build_path = /obj/item/borg/upgrade/syndicate
materials = list("$metal"=10000,"$glass"=15000,"$diamond" = 10000)
materials = list(MAT_METAL=10000,MAT_GLASS=15000,MAT_DIAMOND = 10000)
construction_time = 120
category = list("Cyborg Upgrade Modules")
@@ -701,7 +701,7 @@
id = "mecha_tracking"
build_type = MECHFAB
build_path =/obj/item/mecha_parts/mecha_tracking
materials = list("$metal"=500)
materials = list(MAT_METAL=500)
construction_time = 50
category = list("Misc")
@@ -711,7 +711,7 @@
id = "drone_shell"
req_tech = list("programming" = 2, "biotech" = 4)
build_type = MECHFAB
materials = list("$metal" = 800, "$glass" = 350)
materials = list(MAT_METAL = 800, MAT_GLASS = 350)
construction_time=150
build_path = /obj/item/drone_shell
category = list("Misc")
@@ -8,7 +8,7 @@
id = "mass_spectrometer"
req_tech = list("biotech" = 2, "magnets" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 30, "$glass" = 20)
materials = list(MAT_METAL = 30, MAT_GLASS = 20)
reliability = 76
build_path = /obj/item/device/mass_spectrometer
category = list("Medical Designs")
@@ -19,7 +19,7 @@
id = "adv_mass_spectrometer"
req_tech = list("biotech" = 2, "magnets" = 4)
build_type = PROTOLATHE
materials = list("$metal" = 30, "$glass" = 20)
materials = list(MAT_METAL = 30, MAT_GLASS = 20)
reliability = 74
build_path = /obj/item/device/mass_spectrometer/adv
category = list("Medical Designs")
@@ -30,7 +30,7 @@
id = "mmi"
req_tech = list("programming" = 2, "biotech" = 3)
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 1000, "$glass" = 500)
materials = list(MAT_METAL = 1000, MAT_GLASS = 500)
construction_time = 75
reliability = 76
build_path = /obj/item/device/mmi
@@ -42,7 +42,7 @@
id = "mmi_radio"
req_tech = list("programming" = 2, "biotech" = 4)
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 1200, "$glass" = 500)
materials = list(MAT_METAL = 1200, MAT_GLASS = 500)
construction_time = 75
reliability = 74
build_path = /obj/item/device/mmi/radio_enabled
@@ -54,7 +54,7 @@
id = "mmi_posi"
req_tech = list("programming" = 5, "biotech" = 4)
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 1700, "$glass" = 1350, "$gold" = 500) //Gold, because SWAG.
materials = list(MAT_METAL = 1700, MAT_GLASS = 1350, MAT_GOLD = 500) //Gold, because SWAG.
reliability = 74
construction_time = 75
build_path = /obj/item/device/mmi/posibrain
@@ -67,7 +67,7 @@
id = "sflash"
req_tech = list("magnets" = 3, "combat" = 2)
build_type = MECHFAB
materials = list("$metal" = 750, "$glass" = 750)
materials = list(MAT_METAL = 750, MAT_GLASS = 750)
construction_time = 100
reliability = 76
build_path = /obj/item/device/flash/handheld
@@ -79,7 +79,7 @@
id = "bluespacebeaker"
req_tech = list("bluespace" = 2, "materials" = 6)
build_type = PROTOLATHE
materials = list("$metal" = 3000, "$plasma" = 3000, "$diamond" = 500)
materials = list(MAT_METAL = 3000, MAT_PLASMA = 3000, MAT_DIAMOND = 500)
reliability = 76
build_path = /obj/item/weapon/reagent_containers/glass/beaker/bluespace
category = list("Misc","Medical Designs")
@@ -90,7 +90,7 @@
id = "splitbeaker"
req_tech = list("materials" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 3000)
materials = list(MAT_METAL = 3000)
reliability = 76
build_path = /obj/item/weapon/reagent_containers/glass/beaker/noreact
category = list("Medical Designs")
@@ -101,7 +101,7 @@
id = "bluespacebodybag"
req_tech = list("bluespace" = 2, "materials" = 6)
build_type = PROTOLATHE
materials = list("$metal" = 3000, "$plasma" = 2000, "$diamond" = 500)
materials = list(MAT_METAL = 3000, MAT_PLASMA = 2000, MAT_DIAMOND = 500)
reliability = 76
build_path = /obj/item/bodybag/bluespace
category = list("Medical Designs")
@@ -117,7 +117,7 @@
id = "ci-medhud"
req_tech = list("materials" = 6, "programming" = 4, "biotech" = 4)
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 200, "$glass" = 200, "$silver" = 500, "$gold" = 500)
materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_SILVER = 500, MAT_GOLD = 500)
build_path = /obj/item/cybernetic_implant/eyes/hud/medical
category = list("Medical Designs")
@@ -127,7 +127,7 @@
id = "ci-sechud"
req_tech = list("materials" = 6, "programming" = 5, "biotech" = 4, "combat" = 2)
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 200, "$glass" = 200, "$silver" = 750, "$gold" = 750)
materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_SILVER = 750, MAT_GOLD = 750)
build_path = /obj/item/cybernetic_implant/eyes/hud/security
category = list("Medical Designs")
@@ -137,7 +137,7 @@
id = "ci-xray"
req_tech = list("materials" = 7, "programming" = 5, "biotech" = 6, "magnets" = 5)
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 200, "$glass" = 200, "$silver" = 600, "$gold" = 600, "$plasma" = 1000, "$uranium" = 1000, "$diamond" = 2000)
materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_SILVER = 600, MAT_GOLD = 600, MAT_PLASMA = 1000, MAT_URANIUM = 1000, MAT_DIAMOND = 2000)
build_path = /obj/item/cybernetic_implant/eyes/xray
category = list("Medical Designs")
@@ -147,7 +147,7 @@
id = "ci-thermals"
req_tech = list("materials" = 7, "programming" = 5, "biotech" = 5, "magnets" = 5, "syndicate" = 5)
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 200, "$glass" = 200, "$silver" = 600, "$gold" = 600, "$plasma" = 1000, "$diamond" = 2000)
materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_SILVER = 600, MAT_GOLD = 600, MAT_PLASMA = 1000, MAT_DIAMOND = 2000)
build_path = /obj/item/cybernetic_implant/eyes/thermals
category = list("Medical Designs")
@@ -157,7 +157,7 @@
id = "ci-antidrop"
req_tech = list("materials" = 7, "programming" = 5, "biotech" = 5)
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 200, "$glass" = 200, "$silver" = 400, "$gold" = 400)
materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_SILVER = 400, MAT_GOLD = 400)
build_path = /obj/item/cybernetic_implant/brain/anti_drop
category = list("Medical Designs")
@@ -167,7 +167,7 @@
id = "ci-antistun"
req_tech = list("materials" = 7, "programming" = 5, "biotech" = 6)
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 200, "$glass" = 200, "$silver" = 500, "$gold" = 1000)
materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_SILVER = 500, MAT_GOLD = 1000)
build_path = /obj/item/cybernetic_implant/brain/anti_stun
category = list("Medical Designs")
@@ -177,7 +177,7 @@
id = "ci-nutriment"
req_tech = list("materials" = 6, "programming" = 4, "biotech" = 5)
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 200, "$glass" = 200, "$gold" = 500, "$uranium" = 500)
materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_GOLD = 500, MAT_URANIUM = 500)
build_path = /obj/item/cybernetic_implant/chest/nutriment
category = list("Medical Designs")
@@ -187,7 +187,7 @@
id = "ci-nutrimentplus"
req_tech = list("materials" = 6, "programming" = 4, "biotech" = 6)
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 200, "$glass" = 200, "$gold" = 500, "$uranium" = 750)
materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_GOLD = 500, MAT_URANIUM = 750)
build_path = /obj/item/cybernetic_implant/chest/nutriment/plus
category = list("Medical Designs")
@@ -197,6 +197,6 @@
id = "ci-reviver"
req_tech = list("materials" = 6, "programming" = 4, "biotech" = 7, "syndicate" = 4)
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 200, "$glass" = 200, "$gold" = 500, "$uranium" = 1000, "$diamond" = 2000)
materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_GOLD = 500, MAT_URANIUM = 1000, MAT_DIAMOND = 2000)
build_path = /obj/item/cybernetic_implant/chest/reviver
category = list("Medical Designs")
@@ -8,7 +8,7 @@
id = "basic_cell"
req_tech = list("powerstorage" = 1)
build_type = PROTOLATHE | AUTOLATHE |MECHFAB
materials = list("$metal" = 700, "$glass" = 50)
materials = list(MAT_METAL = 700, MAT_GLASS = 50)
construction_time=100
build_path = /obj/item/weapon/stock_parts/cell
category = list("Misc","Power Designs")
@@ -19,7 +19,7 @@
id = "high_cell"
req_tech = list("powerstorage" = 2)
build_type = PROTOLATHE | AUTOLATHE | MECHFAB
materials = list("$metal" = 700, "$glass" = 60)
materials = list(MAT_METAL = 700, MAT_GLASS = 60)
construction_time=100
build_path = /obj/item/weapon/stock_parts/cell/high
category = list("Misc","Power Designs")
@@ -31,7 +31,7 @@
req_tech = list("powerstorage" = 3, "materials" = 2)
reliability = 75
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 700, "$glass" = 70)
materials = list(MAT_METAL = 700, MAT_GLASS = 70)
construction_time=100
build_path = /obj/item/weapon/stock_parts/cell/super
category = list("Misc","Power Designs")
@@ -43,7 +43,7 @@
req_tech = list("powerstorage" = 5, "materials" = 4)
reliability = 70
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 400, "$gold" = 150, "$silver" = 150, "$glass" = 80)
materials = list(MAT_METAL = 400, MAT_GOLD = 150, MAT_SILVER = 150, MAT_GLASS = 80)
construction_time=100
build_path = /obj/item/weapon/stock_parts/cell/hyper
category = list("Misc","Power Designs")
@@ -55,7 +55,7 @@
req_tech = list("powerstorage" = 6, "materials" = 5)
reliability = 70
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 800, "$gold" = 300, "$silver" = 300, "$glass" = 160, "$diamond" = 160)
materials = list(MAT_METAL = 800, MAT_GOLD = 300, MAT_SILVER = 300, MAT_GLASS = 160, MAT_DIAMOND = 160)
construction_time=100
build_path = /obj/item/weapon/stock_parts/cell/bluespace
category = list("Misc","Power Designs")
@@ -67,7 +67,7 @@
id = "light_replacer"
req_tech = list("magnets" = 3, "materials" = 4)
build_type = PROTOLATHE
materials = list("$metal" = 1500, "$silver" = 150, "$glass" = 3000)
materials = list(MAT_METAL = 1500, MAT_SILVER = 150, MAT_GLASS = 3000)
build_path = /obj/item/device/lightreplacer
category = list("Power Designs")
@@ -78,7 +78,7 @@
req_tech = list("programming" = 3, "plasmatech" = 3, "powerstorage" = 3, "engineering" = 3)
build_type = IMPRINTER
reliability = 79
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/pacman
category = list("Engineering Machinery")
@@ -89,7 +89,7 @@
req_tech = list("programming" = 3, "powerstorage" = 4, "engineering" = 4)
build_type = IMPRINTER
reliability = 76
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/pacman/super
category = list("Engineering Machinery")
@@ -100,6 +100,6 @@
req_tech = list("programming" = 3, "powerstorage" = 5, "engineering" = 5)
build_type = IMPRINTER
reliability = 74
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/pacman/mrs
category = list("Engineering Machinery")
@@ -9,7 +9,7 @@
req_tech = list("engineering" = 3,
"materials" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 10000, "$glass" = 5000) //hardcore
materials = list(MAT_METAL = 10000, MAT_GLASS = 5000) //hardcore
build_path = /obj/item/weapon/storage/part_replacer
category = list("Stock Parts")
@@ -19,7 +19,7 @@
id = "bs_rped"
req_tech = list("engineering" = 3, "materials" = 5, "programming" = 3, "bluespace" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 15000, "$glass" = 5000, "$silver" = 2500) //hardcore
materials = list(MAT_METAL = 15000, MAT_GLASS = 5000, MAT_SILVER = 2500) //hardcore
build_path = /obj/item/weapon/storage/part_replacer/bluespace
category = list("Stock Parts")
@@ -30,7 +30,7 @@
id = "basic_capacitor"
req_tech = list("powerstorage" = 1)
build_type = PROTOLATHE | AUTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
materials = list(MAT_METAL = 50, MAT_GLASS = 50)
build_path = /obj/item/weapon/stock_parts/capacitor
category = list("Stock Parts")
@@ -40,7 +40,7 @@
id = "adv_capacitor"
req_tech = list("powerstorage" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
materials = list(MAT_METAL = 50, MAT_GLASS = 50)
build_path = /obj/item/weapon/stock_parts/capacitor/adv
category = list("Stock Parts")
@@ -51,7 +51,7 @@
req_tech = list("powerstorage" = 5, "materials" = 4)
build_type = PROTOLATHE
reliability = 71
materials = list("$metal" = 50, "$glass" = 50, "$gold" = 20)
materials = list(MAT_METAL = 50, MAT_GLASS = 50, MAT_GOLD = 20)
build_path = /obj/item/weapon/stock_parts/capacitor/super
category = list("Stock Parts")
@@ -62,7 +62,7 @@
req_tech = list("powerstorage" = 6, "materials" = 5)
build_type = PROTOLATHE
reliability = 71
materials = list("$metal" = 100, "$glass" = 100, "$diamond" = 40)
materials = list(MAT_METAL = 100, MAT_GLASS = 100, MAT_DIAMOND = 40)
build_path = /obj/item/weapon/stock_parts/capacitor/quadratic
category = list("Stock Parts")
@@ -73,7 +73,7 @@
id = "basic_scanning"
req_tech = list("magnets" = 1)
build_type = PROTOLATHE | AUTOLATHE
materials = list("$metal" = 50, "$glass" = 20)
materials = list(MAT_METAL = 50, MAT_GLASS = 20)
build_path = /obj/item/weapon/stock_parts/scanning_module
category = list("Stock Parts")
@@ -83,7 +83,7 @@
id = "adv_scanning"
req_tech = list("magnets" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 50, "$glass" = 20)
materials = list(MAT_METAL = 50, MAT_GLASS = 20)
build_path = /obj/item/weapon/stock_parts/scanning_module/adv
category = list("Stock Parts")
@@ -93,7 +93,7 @@
id = "phasic_scanning"
req_tech = list("magnets" = 5, "materials" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 50, "$glass" = 20, "$silver" = 10)
materials = list(MAT_METAL = 50, MAT_GLASS = 20, MAT_SILVER = 10)
reliability = 72
build_path = /obj/item/weapon/stock_parts/scanning_module/phasic
category = list("Stock Parts")
@@ -104,7 +104,7 @@
id = "triphasic_scanning"
req_tech = list("magnets" = 6, "materials" = 4)
build_type = PROTOLATHE
materials = list("$metal" = 100, "$glass" = 40, "$diamond" = 20)
materials = list(MAT_METAL = 100, MAT_GLASS = 40, MAT_DIAMOND = 20)
reliability = 72
build_path = /obj/item/weapon/stock_parts/scanning_module/triphasic
category = list("Stock Parts")
@@ -116,7 +116,7 @@
id = "micro_mani"
req_tech = list("materials" = 1, "programming" = 1)
build_type = PROTOLATHE | AUTOLATHE
materials = list("$metal" = 30)
materials = list(MAT_METAL = 30)
build_path = /obj/item/weapon/stock_parts/manipulator
category = list("Stock Parts")
@@ -126,7 +126,7 @@
id = "nano_mani"
req_tech = list("materials" = 3, "programming" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 30)
materials = list(MAT_METAL = 30)
build_path = /obj/item/weapon/stock_parts/manipulator/nano
category = list("Stock Parts")
@@ -136,7 +136,7 @@
id = "pico_mani"
req_tech = list("materials" = 5, "programming" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 30)
materials = list(MAT_METAL = 30)
reliability = 73
build_path = /obj/item/weapon/stock_parts/manipulator/pico
category = list("Stock Parts")
@@ -147,7 +147,7 @@
id = "femto_mani"
req_tech = list("materials" = 6, "programming" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 60, "$diamond" = 30)
materials = list(MAT_METAL = 60, MAT_DIAMOND = 30)
reliability = 73
build_path = /obj/item/weapon/stock_parts/manipulator/femto
category = list("Stock Parts")
@@ -159,7 +159,7 @@
id = "basic_micro_laser"
req_tech = list("magnets" = 1)
build_type = PROTOLATHE | AUTOLATHE
materials = list("$metal" = 10, "$glass" = 20)
materials = list(MAT_METAL = 10, MAT_GLASS = 20)
build_path = /obj/item/weapon/stock_parts/micro_laser
category = list("Stock Parts")
@@ -169,7 +169,7 @@
id = "high_micro_laser"
req_tech = list("magnets" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 10, "$glass" = 20)
materials = list(MAT_METAL = 10, MAT_GLASS = 20)
build_path = /obj/item/weapon/stock_parts/micro_laser/high
category = list("Stock Parts")
@@ -179,7 +179,7 @@
id = "ultra_micro_laser"
req_tech = list("magnets" = 5, "materials" = 5)
build_type = PROTOLATHE
materials = list("$metal" = 10, "$glass" = 20, "$uranium" = 10)
materials = list(MAT_METAL = 10, MAT_GLASS = 20, MAT_URANIUM = 10)
reliability = 70
build_path = /obj/item/weapon/stock_parts/micro_laser/ultra
category = list("Stock Parts")
@@ -190,7 +190,7 @@
id = "quadultra_micro_laser"
req_tech = list("magnets" = 6, "materials" = 6)
build_type = PROTOLATHE
materials = list("$metal" = 20, "$glass" = 40, "$uranium" = 20, "$diamond" = 20)
materials = list(MAT_METAL = 20, MAT_GLASS = 40, MAT_URANIUM = 20, MAT_DIAMOND = 20)
reliability = 70
build_path = /obj/item/weapon/stock_parts/micro_laser/quadultra
category = list("Stock Parts")
@@ -201,7 +201,7 @@
id = "basic_matter_bin"
req_tech = list("materials" = 1)
build_type = PROTOLATHE | AUTOLATHE
materials = list("$metal" = 80)
materials = list(MAT_METAL = 80)
build_path = /obj/item/weapon/stock_parts/matter_bin
category = list("Stock Parts")
@@ -211,7 +211,7 @@
id = "adv_matter_bin"
req_tech = list("materials" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 80)
materials = list(MAT_METAL = 80)
build_path = /obj/item/weapon/stock_parts/matter_bin/adv
category = list("Stock Parts")
@@ -221,7 +221,7 @@
id = "super_matter_bin"
req_tech = list("materials" = 5)
build_type = PROTOLATHE
materials = list("$metal" = 80)
materials = list(MAT_METAL = 80)
reliability = 75
build_path = /obj/item/weapon/stock_parts/matter_bin/super
category = list("Stock Parts")
@@ -232,7 +232,7 @@
id = "bluespace_matter_bin"
req_tech = list("materials" = 6)
build_type = PROTOLATHE
materials = list("$metal" = 160, "$diamond" = 200)
materials = list(MAT_METAL = 160, MAT_DIAMOND = 200)
reliability = 75
build_path = /obj/item/weapon/stock_parts/matter_bin/bluespace
category = list("Stock Parts")
@@ -244,7 +244,7 @@
id = "s-ansible"
req_tech = list("programming" = 2, "magnets" = 2, "materials" = 2, "bluespace" = 1)
build_type = PROTOLATHE
materials = list("$metal" = 80, "$silver" = 20)
materials = list(MAT_METAL = 80, MAT_SILVER = 20)
build_path = /obj/item/weapon/stock_parts/subspace/ansible
category = list("Stock Parts")
@@ -254,7 +254,7 @@
id = "s-filter"
req_tech = list("programming" = 2, "magnets" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 40, "$silver" = 10)
materials = list(MAT_METAL = 40, MAT_SILVER = 10)
build_path = /obj/item/weapon/stock_parts/subspace/filter
category = list("Stock Parts")
@@ -264,7 +264,7 @@
id = "s-amplifier"
req_tech = list("programming" = 2, "magnets" = 2, "materials" = 2, "bluespace" = 1)
build_type = PROTOLATHE
materials = list("$metal" = 10, "$gold" = 30, "$uranium" = 15)
materials = list(MAT_METAL = 10, MAT_GOLD = 30, MAT_URANIUM = 15)
build_path = /obj/item/weapon/stock_parts/subspace/amplifier
category = list("Stock Parts")
@@ -274,7 +274,7 @@
id = "s-treatment"
req_tech = list("programming" = 2, "magnets" = 1, "materials" = 2, "bluespace" = 1)
build_type = PROTOLATHE
materials = list("$metal" = 10, "$silver" = 20)
materials = list(MAT_METAL = 10, MAT_SILVER = 20)
build_path = /obj/item/weapon/stock_parts/subspace/treatment
category = list("Stock Parts")
@@ -284,7 +284,7 @@
id = "s-analyzer"
req_tech = list("programming" = 2, "magnets" = 2, "materials" = 2, "bluespace" = 1)
build_type = PROTOLATHE
materials = list("$metal" = 10, "$gold" = 15)
materials = list(MAT_METAL = 10, MAT_GOLD = 15)
build_path = /obj/item/weapon/stock_parts/subspace/analyzer
category = list("Stock Parts")
@@ -294,7 +294,7 @@
id = "s-crystal"
req_tech = list("magnets" = 2, "materials" = 2, "bluespace" = 1)
build_type = PROTOLATHE
materials = list("$glass" = 1000, "$silver" = 20, "$gold" = 20)
materials = list(MAT_GLASS = 1000, MAT_SILVER = 20, MAT_GOLD = 20)
build_path = /obj/item/weapon/stock_parts/subspace/crystal
category = list("Stock Parts")
@@ -304,6 +304,6 @@
id = "s-transmitter"
req_tech = list("magnets" = 3, "materials" = 3, "bluespace" = 2)
build_type = PROTOLATHE
materials = list("$glass" = 100, "$silver" = 10, "$uranium" = 15)
materials = list(MAT_GLASS = 100, MAT_SILVER = 10, MAT_URANIUM = 15)
build_path = /obj/item/weapon/stock_parts/subspace/transmitter
category = list("Stock Parts")
@@ -8,7 +8,7 @@
id = "s-receiver"
req_tech = list("programming" = 2, "engineering" = 2, "bluespace" = 1)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/telecomms/receiver
category = list("Subspace Telecomms")
@@ -18,7 +18,7 @@
id = "s-bus"
req_tech = list("programming" = 2, "engineering" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/telecomms/bus
category = list("Subspace Telecomms")
@@ -28,7 +28,7 @@
id = "s-hub"
req_tech = list("programming" = 2, "engineering" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/telecomms/hub
category = list("Subspace Telecomms")
@@ -38,7 +38,7 @@
id = "s-relay"
req_tech = list("programming" = 2, "engineering" = 2, "bluespace" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/telecomms/relay
category = list("Subspace Telecomms")
@@ -48,7 +48,7 @@
id = "s-processor"
req_tech = list("programming" = 2, "engineering" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/telecomms/processor
category = list("Subspace Telecomms")
@@ -58,7 +58,7 @@
id = "s-server"
req_tech = list("programming" = 2, "engineering" = 2)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/telecomms/server
category = list("Subspace Telecomms")
@@ -68,6 +68,6 @@
id = "s-broadcaster"
req_tech = list("programming" = 2, "engineering" = 2, "bluespace" = 1)
build_type = IMPRINTER
materials = list("$glass" = 1000, "sacid" = 20)
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/telecomms/broadcaster
category = list("Subspace Telecomms")
+21 -21
View File
@@ -8,7 +8,7 @@
id = "pin_testing"
req_tech = list("combat" = 1, "materials" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 500, "$glass" = 300)
materials = list(MAT_METAL = 500, MAT_GLASS = 300)
build_path = /obj/item/device/firing_pin/test_range
category = list("Firing Pins")
@@ -18,7 +18,7 @@
id = "pin_loyalty"
req_tech = list("combat" = 6, "materials" = 6, "powerstorage" = 3)
build_type = PROTOLATHE
materials = list("$silver" = 600, "$diamond" = 600, "$uranium" = 200)
materials = list(MAT_SILVER = 600, MAT_DIAMOND = 600, MAT_URANIUM = 200)
build_path = /obj/item/device/firing_pin/implant/loyalty
category = list("Firing Pins")
@@ -28,7 +28,7 @@
id = "stunrevolver"
req_tech = list("combat" = 3, "materials" = 3, "powerstorage" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 4000, "$glass" = 1000)
materials = list(MAT_METAL = 4000, MAT_GLASS = 1000)
build_path = /obj/item/weapon/gun/energy/stunrevolver
category = list("Weapons")
@@ -38,7 +38,7 @@
id = "nuclear_gun"
req_tech = list("combat" = 4, "materials" = 5, "powerstorage" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 5000, "$glass" = 1000, "$uranium" = 2000)
materials = list(MAT_METAL = 5000, MAT_GLASS = 1000, MAT_URANIUM = 2000)
reliability = 76
build_path = /obj/item/weapon/gun/energy/gun/nuclear
category = list("Weapons")
@@ -49,7 +49,7 @@
id = "tele_shield"
req_tech = list("combat" = 4, "materials" = 3, "engineering" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 4000, "$glass" = 5000, "$silver" = 300)
materials = list(MAT_METAL = 4000, MAT_GLASS = 5000, MAT_SILVER = 300)
build_path = /obj/item/weapon/shield/riot/tele
category = list("Weapons")
@@ -59,7 +59,7 @@
id = "lasercannon"
req_tech = list("combat" = 4, "materials" = 3, "powerstorage" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 10000, "$glass" = 2000, "$diamond" = 2000)
materials = list(MAT_METAL = 10000, MAT_GLASS = 2000, MAT_DIAMOND = 2000)
build_path = /obj/item/weapon/gun/energy/lasercannon
category = list("Weapons")
@@ -69,7 +69,7 @@
id = "decloner"
req_tech = list("combat" = 8, "materials" = 7, "biotech" = 5, "powerstorage" = 6)
build_type = PROTOLATHE
materials = list("$gold" = 5000,"$uranium" = 10000, "mutagen" = 40)
materials = list(MAT_GOLD = 5000,MAT_URANIUM = 10000, "mutagen" = 40)
build_path = /obj/item/weapon/gun/energy/decloner
category = list("Weapons")
@@ -79,7 +79,7 @@
id = "rapidsyringe"
req_tech = list("combat" = 3, "materials" = 3, "engineering" = 3, "biotech" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 5000, "$glass" = 1000)
materials = list(MAT_METAL = 5000, MAT_GLASS = 1000)
build_path = /obj/item/weapon/gun/syringe/rapidsyringe
category = list("Weapons")
@@ -89,7 +89,7 @@
id = "largecrossbow"
req_tech = list("combat" = 5, "materials" = 5, "engineering" = 3, "biotech" = 4, "syndicate" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 5000, "$glass" = 1500, "$uranium" = 1500, "$silver" = 1500)
materials = list(MAT_METAL = 5000, MAT_GLASS = 1500, MAT_URANIUM = 1500, MAT_SILVER = 1500)
build_path = /obj/item/weapon/gun/energy/kinetic_accelerator/crossbow/large
category = list("Weapons")
reliability = 76
@@ -100,7 +100,7 @@
id = "temp_gun"
req_tech = list("combat" = 3, "materials" = 4, "powerstorage" = 3, "magnets" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 5000, "$glass" = 500, "$silver" = 3000)
materials = list(MAT_METAL = 5000, MAT_GLASS = 500, MAT_SILVER = 3000)
build_path = /obj/item/weapon/gun/energy/temperature
category = list("Weapons")
@@ -110,7 +110,7 @@
id = "flora_gun"
req_tech = list("materials" = 2, "biotech" = 3, "powerstorage" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 2000, "$glass" = 500, "radium" = 20)
materials = list(MAT_METAL = 2000, MAT_GLASS = 500, "radium" = 20)
build_path = /obj/item/weapon/gun/energy/floragun
category = list("Weapons")
@@ -120,7 +120,7 @@
id = "large_Grenade"
req_tech = list("combat" = 3, "materials" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 3000)
materials = list(MAT_METAL = 3000)
reliability = 79
build_path = /obj/item/weapon/grenade/chem_grenade/large
category = list("Weapons")
@@ -131,7 +131,7 @@
id = "smg"
req_tech = list("combat" = 4, "materials" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 8000, "$silver" = 2000, "$diamond" = 1000)
materials = list(MAT_METAL = 8000, MAT_SILVER = 2000, MAT_DIAMOND = 1000)
build_path = /obj/item/weapon/gun/projectile/automatic/proto
category = list("Weapons")
@@ -141,7 +141,7 @@
id = "xray"
req_tech = list("combat" = 6, "materials" = 5, "biotech" = 5, "powerstorage" = 4)
build_type = PROTOLATHE
materials = list("$gold" = 5000,"$uranium" = 10000, "$metal" = 4000)
materials = list(MAT_GOLD = 5000,MAT_URANIUM = 10000, MAT_METAL = 4000)
build_path = /obj/item/weapon/gun/energy/xray
category = list("Weapons")
@@ -151,7 +151,7 @@
id = "ioncarbine"
req_tech = list("combat" = 5, "materials" = 4, "magnets" = 4)
build_type = PROTOLATHE
materials = list("$silver" = 4000, "$metal" = 6000, "$uranium" = 1000)
materials = list(MAT_SILVER = 4000, MAT_METAL = 6000, MAT_URANIUM = 1000)
build_path = /obj/item/weapon/gun/energy/ionrifle/carbine
category = list("Weapons")
@@ -161,7 +161,7 @@
id = "wormholeprojector"
req_tech = list("combat" = 6, "materials" = 6, "bluespace" = 4)
build_type = PROTOLATHE
materials = list("$silver" = 1000, "$metal" = 5000, "$diamond" = 3000)
materials = list(MAT_SILVER = 1000, MAT_METAL = 5000, MAT_DIAMOND = 3000)
build_path = /obj/item/weapon/gun/energy/wormhole_projector
category = list("Weapons")
@@ -171,7 +171,7 @@
id = "reciever"
req_tech = list("combat" = 5, "materials" = 4)
build_type = PROTOLATHE
materials = list("$metal" = 6500, "$silver" = 500)
materials = list(MAT_METAL = 6500, MAT_SILVER = 500)
build_path = /obj/item/weaponcrafting/reciever
category = list("Weapons")
@@ -181,7 +181,7 @@
id = "mag_smg"
req_tech = list("combat" = 4, "materials" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 2000)
materials = list(MAT_METAL = 2000)
build_path = /obj/item/ammo_box/magazine/smgm9mm
category = list("Ammo")
@@ -191,7 +191,7 @@
id = "stunshell"
req_tech = list("combat" = 3, "materials" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 200)
materials = list(MAT_METAL = 200)
build_path = /obj/item/ammo_casing/shotgun/stunslug
category = list("Ammo")
@@ -201,7 +201,7 @@
id = "techshotshell"
req_tech = list("combat" = 3, "materials" = 3, "powerstorage" = 4, "magnets" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 1000, "$glass" = 200, "$silver" = 300)
materials = list(MAT_METAL = 1000, MAT_GLASS = 200, MAT_SILVER = 300)
build_path = /obj/item/ammo_casing/shotgun/techshell
category = list("Ammo")
@@ -211,6 +211,6 @@
id = "suppressor"
req_tech = list("combat" = 6, "engineering" = 5, "syndicate" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 2000, "$silver" = 500)
materials = list(MAT_METAL = 2000, MAT_SILVER = 500)
build_path = /obj/item/weapon/suppressor
category = list("Weapons")
+2 -2
View File
@@ -455,8 +455,8 @@
visible_message("<span class='warning'>[src]'s crushing mechanism slowly and smoothly descends, flattening the [exp_on]!</span>")
new /obj/item/stack/sheet/plasteel(get_turf(pick(oview(1,src))))
if(linked_console.linked_lathe)
linked_console.linked_lathe.m_amount += min((linked_console.linked_lathe.max_material_storage - linked_console.linked_lathe.TotalMaterials()), (exp_on.m_amt))
linked_console.linked_lathe.g_amount += min((linked_console.linked_lathe.max_material_storage - linked_console.linked_lathe.TotalMaterials()), (exp_on.g_amt))
linked_console.linked_lathe.m_amount += min((linked_console.linked_lathe.max_material_storage - linked_console.linked_lathe.TotalMaterials()), (exp_on.materials[MAT_METAL]))
linked_console.linked_lathe.g_amount += min((linked_console.linked_lathe.max_material_storage - linked_console.linked_lathe.TotalMaterials()), (exp_on.materials[MAT_GLASS]))
if(prob(EFFECT_PROB_VERYLOW-badThingCoeff))
visible_message("<span class='danger'>[src]'s crusher goes way too many levels too high, crushing right through space-time!</span>")
playsound(src.loc, 'sound/effects/supermatter.ogg', 50, 1, -3)
+8 -8
View File
@@ -73,21 +73,21 @@ Note: Must be placed west/left of and R&D console to function.
/obj/machinery/r_n_d/protolathe/proc/check_mat(datum/design/being_built, var/M) // now returns how many times the item can be built with the material
var/A = 0
switch(M)
if("$metal")
if(MAT_METAL)
A = m_amount
if("$glass")
if(MAT_GLASS)
A = g_amount
if("$gold")
if(MAT_GOLD)
A = gold_amount
if("$silver")
if(MAT_SILVER)
A = silver_amount
if("$plasma")
if(MAT_PLASMA)
A = plasma_amount
if("$uranium")
if(MAT_URANIUM)
A = uranium_amount
if("$diamond")
if(MAT_DIAMOND)
A = diamond_amount
if("$bananium")
if(MAT_BANANIUM)
A = clown_amount
else
A = reagents.get_reagent_amount(M)
+15 -15
View File
@@ -276,8 +276,8 @@ won't update every console in existence) but it's more of a hassle to do. Also,
else //Same design always gain quality
screen = 2.3 //Crit fail gives the same design a lot of reliability, like really a lot
if(linked_lathe) //Also sends salvaged materials to a linked protolathe, if any.
linked_lathe.m_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.m_amt*(linked_destroy.decon_mod/10)))
linked_lathe.g_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.g_amt*(linked_destroy.decon_mod/10)))
linked_lathe.m_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.materials[MAT_METAL]*(linked_destroy.decon_mod/10)))
linked_lathe.g_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.materials[MAT_GLASS]*(linked_destroy.decon_mod/10)))
feedback_add_details("item_deconstructed","[linked_destroy.loaded_item.name]")
linked_destroy.loaded_item = null
else
@@ -386,21 +386,21 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if(enough_materials)
for(var/M in being_built.materials)
switch(M)
if("$metal")
if(MAT_METAL)
linked_lathe.m_amount = max(0, (linked_lathe.m_amount-(being_built.materials[M]/coeff * amount)))
if("$glass")
if(MAT_GLASS)
linked_lathe.g_amount = max(0, (linked_lathe.g_amount-(being_built.materials[M]/coeff * amount)))
if("$gold")
if(MAT_GOLD)
linked_lathe.gold_amount = max(0, (linked_lathe.gold_amount-(being_built.materials[M]/coeff * amount)))
if("$silver")
if(MAT_SILVER)
linked_lathe.silver_amount = max(0, (linked_lathe.silver_amount-(being_built.materials[M]/coeff * amount)))
if("$plasma")
if(MAT_PLASMA)
linked_lathe.plasma_amount = max(0, (linked_lathe.plasma_amount-(being_built.materials[M]/coeff * amount)))
if("$uranium")
if(MAT_URANIUM)
linked_lathe.uranium_amount = max(0, (linked_lathe.uranium_amount-(being_built.materials[M]/coeff * amount)))
if("$diamond")
if(MAT_DIAMOND)
linked_lathe.diamond_amount = max(0, (linked_lathe.diamond_amount-(being_built.materials[M]/coeff * amount)))
if("$bananium")
if(MAT_BANANIUM)
linked_lathe.clown_amount = max(0, (linked_lathe.clown_amount-(being_built.materials[M]/coeff * amount)))
else
linked_lathe.reagents.remove_reagent(M, being_built.materials[M]/coeff * amount)
@@ -415,8 +415,8 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if( new_item.type == /obj/item/weapon/storage/backpack/holding )
new_item.investigate_log("built by [key]","singulo")
new_item.reliability = R
new_item.m_amt /= coeff
new_item.g_amt /= coeff
new_item.materials[MAT_METAL] /= coeff
new_item.materials[MAT_GLASS] /= coeff
if(linked_lathe.hacked)
R = max((new_item.reliability/2), 0)
new_item.loc = linked_lathe.loc
@@ -460,11 +460,11 @@ won't update every console in existence) but it's more of a hassle to do. Also,
g2g = 0
break
switch(M)
if("$glass")
if(MAT_GLASS)
linked_imprinter.g_amount = max(0, (linked_imprinter.g_amount-being_built.materials[M]/coeff))
if("$gold")
if(MAT_GOLD)
linked_imprinter.gold_amount = max(0, (linked_imprinter.gold_amount-being_built.materials[M]/coeff))
if("$diamond")
if(MAT_DIAMOND)
linked_imprinter.diamond_amount = max(0, (linked_imprinter.diamond_amount-being_built.materials[M]/coeff))
else
linked_imprinter.reagents.remove_reagent(M, being_built.materials[M]/coeff)
+1 -2
View File
@@ -280,8 +280,7 @@ research holder datum.
icon_state = "datadisk2"
item_state = "card-id"
w_class = 1.0
m_amt = 30
g_amt = 10
materials = list(MAT_METAL=30, MAT_GLASS=10)
var/datum/tech/stored
/obj/item/weapon/disk/tech_disk/New()
+28 -45
View File
@@ -83,45 +83,42 @@
desc = "Used in the construction of computers and other devices with a interactive console."
icon_state = "screen"
origin_tech = "materials=1"
g_amt = 200
materials = list(MAT_GLASS=200)
/obj/item/weapon/stock_parts/capacitor
name = "capacitor"
desc = "A basic capacitor used in the construction of a variety of devices."
icon_state = "capacitor"
origin_tech = "powerstorage=1"
m_amt = 50
g_amt = 50
materials = list(MAT_METAL=50, MAT_GLASS=50)
/obj/item/weapon/stock_parts/scanning_module
name = "scanning module"
desc = "A compact, high resolution scanning module used in the construction of certain devices."
icon_state = "scan_module"
origin_tech = "magnets=1"
m_amt = 50
g_amt = 20
materials = list(MAT_METAL=50, MAT_GLASS=20)
/obj/item/weapon/stock_parts/manipulator
name = "micro-manipulator"
desc = "A tiny little manipulator used in the construction of certain devices."
icon_state = "micro_mani"
origin_tech = "materials=1;programming=1"
m_amt = 30
materials = list(MAT_METAL=30)
/obj/item/weapon/stock_parts/micro_laser
name = "micro-laser"
desc = "A tiny laser used in certain devices."
icon_state = "micro_laser"
origin_tech = "magnets=1"
m_amt = 10
g_amt = 20
materials = list(MAT_METAL=10, MAT_GLASS=20)
/obj/item/weapon/stock_parts/matter_bin
name = "matter bin"
desc = "A container for hold compressed matter awaiting re-construction."
icon_state = "matter_bin"
origin_tech = "materials=1"
m_amt = 80
materials = list(MAT_METAL=80)
//Rating 2
@@ -131,8 +128,7 @@
icon_state = "adv_capacitor"
origin_tech = "powerstorage=3"
rating = 2
m_amt = 50
g_amt = 50
materials = list(MAT_METAL=50, MAT_GLASS=50)
/obj/item/weapon/stock_parts/scanning_module/adv
name = "advanced scanning module"
@@ -140,8 +136,7 @@
icon_state = "adv_scan_module"
origin_tech = "magnets=3"
rating = 2
m_amt = 50
g_amt = 20
materials = list(MAT_METAL=50, MAT_GLASS=20)
/obj/item/weapon/stock_parts/manipulator/nano
name = "nano-manipulator"
@@ -149,7 +144,7 @@
icon_state = "nano_mani"
origin_tech = "materials=3;programming=2"
rating = 2
m_amt = 30
materials = list(MAT_METAL=30)
/obj/item/weapon/stock_parts/micro_laser/high
name = "high-power micro-laser"
@@ -157,8 +152,7 @@
icon_state = "high_micro_laser"
origin_tech = "magnets=3"
rating = 2
m_amt = 10
g_amt = 20
materials = list(MAT_METAL=10, MAT_GLASS=20)
/obj/item/weapon/stock_parts/matter_bin/adv
name = "advanced matter bin"
@@ -166,7 +160,7 @@
icon_state = "advanced_matter_bin"
origin_tech = "materials=3"
rating = 2
m_amt = 80
materials = list(MAT_METAL=80)
//Rating 3
@@ -176,8 +170,7 @@
icon_state = "super_capacitor"
origin_tech = "powerstorage=5;materials=4"
rating = 3
m_amt = 50
g_amt = 50
materials = list(MAT_METAL=50, MAT_GLASS=50)
/obj/item/weapon/stock_parts/scanning_module/phasic
name = "phasic scanning module"
@@ -185,8 +178,7 @@
icon_state = "super_scan_module"
origin_tech = "magnets=5"
rating = 3
m_amt = 50
g_amt = 20
materials = list(MAT_METAL=50, MAT_GLASS=20)
/obj/item/weapon/stock_parts/manipulator/pico
name = "pico-manipulator"
@@ -194,7 +186,7 @@
icon_state = "pico_mani"
origin_tech = "materials=5;programming=2"
rating = 3
m_amt = 30
materials = list(MAT_METAL=30)
/obj/item/weapon/stock_parts/micro_laser/ultra
name = "ultra-high-power micro-laser"
@@ -202,8 +194,7 @@
desc = "A tiny laser used in certain devices."
origin_tech = "magnets=5"
rating = 3
m_amt = 10
g_amt = 20
materials = list(MAT_METAL=10, MAT_GLASS=20)
/obj/item/weapon/stock_parts/matter_bin/super
name = "super matter bin"
@@ -211,7 +202,7 @@
icon_state = "super_matter_bin"
origin_tech = "materials=5"
rating = 3
m_amt = 80
materials = list(MAT_METAL=80)
//Rating 4
@@ -221,8 +212,7 @@
icon_state = "quadratic_capacitor"
origin_tech = "powerstorage=6;materials=5"
rating = 4
m_amt = 50
g_amt = 50
materials = list(MAT_METAL=50, MAT_GLASS=50)
/obj/item/weapon/stock_parts/scanning_module/triphasic
name = "triphasic scanning module"
@@ -230,8 +220,7 @@
icon_state = "triphasic_scan_module"
origin_tech = "magnets=6"
rating = 4
m_amt = 50
g_amt = 20
materials = list(MAT_METAL=50, MAT_GLASS=20)
/obj/item/weapon/stock_parts/manipulator/femto
name = "femto-manipulator"
@@ -239,7 +228,7 @@
icon_state = "femto_mani"
origin_tech = "materials=6;programming=3"
rating = 4
m_amt = 30
materials = list(MAT_METAL=30)
/obj/item/weapon/stock_parts/micro_laser/quadultra
name = "quad-ultra micro-laser"
@@ -247,8 +236,7 @@
desc = "A tiny laser used in certain devices."
origin_tech = "magnets=6"
rating = 4
m_amt = 10
g_amt = 20
materials = list(MAT_METAL=10, MAT_GLASS=20)
/obj/item/weapon/stock_parts/matter_bin/bluespace
name = "bluespace matter bin"
@@ -256,7 +244,7 @@
icon_state = "bluespace_matter_bin"
origin_tech = "materials=6"
rating = 4
m_amt = 80
materials = list(MAT_METAL=80)
// Subspace stock parts
@@ -265,54 +253,49 @@
icon_state = "subspace_ansible"
desc = "A compact module capable of sensing extradimensional activity."
origin_tech = "programming=2;magnets=3;materials=2;bluespace=1"
m_amt = 30
g_amt = 10
materials = list(MAT_METAL=30, MAT_GLASS=10)
/obj/item/weapon/stock_parts/subspace/filter
name = "hyperwave filter"
icon_state = "hyperwave_filter"
desc = "A tiny device capable of filtering and converting super-intense radiowaves."
origin_tech = "programming=2;magnets=1"
m_amt = 30
g_amt = 10
materials = list(MAT_METAL=30, MAT_GLASS=10)
/obj/item/weapon/stock_parts/subspace/amplifier
name = "subspace amplifier"
icon_state = "subspace_amplifier"
desc = "A compact micro-machine capable of amplifying weak subspace transmissions."
origin_tech = "programming=2;magnets=2;materials=2;bluespace=1"
m_amt = 30
g_amt = 10
materials = list(MAT_METAL=30, MAT_GLASS=10)
/obj/item/weapon/stock_parts/subspace/treatment
name = "subspace treatment disk"
icon_state = "treatment_disk"
desc = "A compact micro-machine capable of stretching out hyper-compressed radio waves."
origin_tech = "programming=2;magnets=1;materials=3;bluespace=1"
m_amt = 30
g_amt = 10
materials = list(MAT_METAL=30, MAT_GLASS=10)
/obj/item/weapon/stock_parts/subspace/analyzer
name = "subspace wavelength analyzer"
icon_state = "wavelength_analyzer"
desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths."
origin_tech = "programming=2;magnets=2;materials=2;bluespace=1"
m_amt = 30
g_amt = 10
materials = list(MAT_METAL=30, MAT_GLASS=10)
/obj/item/weapon/stock_parts/subspace/crystal
name = "ansible crystal"
icon_state = "ansible_crystal"
desc = "A crystal made from pure glass used to transmit laser databursts to subspace."
origin_tech = "magnets=2;materials=2;bluespace=1"
g_amt = 50
materials = list(MAT_GLASS=50)
/obj/item/weapon/stock_parts/subspace/transmitter
name = "subspace transmitter"
icon_state = "subspace_transmitter"
desc = "A large piece of equipment used to open a window into the subspace dimension."
origin_tech = "magnets=3;materials=3;bluespace=2"
m_amt = 50
materials = list(MAT_METAL=50)
/obj/item/weapon/research//Makes testing much less of a pain -Sieve
name = "research"
@@ -482,7 +482,7 @@
icon_state = "tile-bluespace"
w_class = 3.0
force = 6.0
m_amt = 937.5
materials = list(MAT_METAL=937.5)
throwforce = 10.0
throw_speed = 3
throw_range = 7
@@ -505,7 +505,7 @@
icon_state = "tile-sepia"
w_class = 3.0
force = 6.0
m_amt = 937.5
materials = list(MAT_METAL=937.5)
throwforce = 10.0
throw_speed = 3
throw_range = 7
+6 -12
View File
@@ -3,8 +3,7 @@
desc = "Retracts stuff."
icon = 'icons/obj/surgery.dmi'
icon_state = "retractor"
m_amt = 6000
g_amt = 3000
materials = list(MAT_METAL=6000, MAT_GLASS=3000)
flags = CONDUCT
w_class = 1.0
origin_tech = "materials=1;biotech=1"
@@ -15,8 +14,7 @@
desc = "You think you have seen this before."
icon = 'icons/obj/surgery.dmi'
icon_state = "hemostat"
m_amt = 5000
g_amt = 2500
materials = list(MAT_METAL=5000, MAT_GLASS=2500)
flags = CONDUCT
w_class = 1.0
origin_tech = "materials=1;biotech=1"
@@ -28,8 +26,7 @@
desc = "This stops bleeding."
icon = 'icons/obj/surgery.dmi'
icon_state = "cautery"
m_amt = 2500
g_amt = 750
materials = list(MAT_METAL=2500, MAT_GLASS=750)
flags = CONDUCT
w_class = 1.0
origin_tech = "materials=1;biotech=1"
@@ -42,8 +39,7 @@
icon = 'icons/obj/surgery.dmi'
icon_state = "drill"
hitsound = 'sound/weapons/circsawhit.ogg'
m_amt = 10000
g_amt = 6000
materials = list(MAT_METAL=10000, MAT_GLASS=6000)
flags = CONDUCT
force = 15.0
w_class = 3.0
@@ -61,8 +57,7 @@
throwforce = 5.0
throw_speed = 3
throw_range = 5
m_amt = 4000
g_amt = 1000
materials = list(MAT_METAL=4000, MAT_GLASS=1000)
origin_tech = "materials=1;biotech=1"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
@@ -87,8 +82,7 @@
throwforce = 9.0
throw_speed = 2
throw_range = 5
m_amt = 10000
g_amt = 6000
materials = list(MAT_METAL=10000, MAT_GLASS=6000)
origin_tech = "materials=1;biotech=1"
attack_verb = list("attacked", "slashed", "sawed", "cut")