"
for(var/datum/design/D in files.known_designs)
if(!(selected_category in D.category))
@@ -315,7 +290,7 @@
dat += "
"
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 += "
"
if (max_multiplier>25 && !disabled)
@@ -331,8 +306,9 @@
/obj/machinery/autolathe/proc/search_win(mob/user)
var/dat = "
Search results:
"
- dat += "
Metal amount: [src.m_amount] / [max_m_amount] cm
3"
- dat += "
Glass amount: [src.g_amount] / [max_g_amount] cm
3
"
+ dat += "
Total amount: [materials.total_amount] / [materials.max_amount] cm
3"
+ dat += "
Metal amount: [materials.amount(MAT_METAL)] cm
3"
+ dat += "
Glass amount: [materials.amount(MAT_GLASS)] cm
3"
for(var/datum/design/D in matching_designs)
if(disabled || !can_build(D))
@@ -341,7 +317,7 @@
dat += "
[D.name]"
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 += "
x10"
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)
diff --git a/code/game/machinery/camera/camera_assembly.dm b/code/game/machinery/camera/camera_assembly.dm
index f10227c42b8..cf78392cecf 100644
--- a/code/game/machinery/camera/camera_assembly.dm
+++ b/code/game/machinery/camera/camera_assembly.dm
@@ -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)
diff --git a/code/game/machinery/doors/airlock_electronics.dm b/code/game/machinery/doors/airlock_electronics.dm
index e4ed8d78bc4..8ee0cfff1c1 100644
--- a/code/game/machinery/doors/airlock_electronics.dm
+++ b/code/game/machinery/doors/airlock_electronics.dm
@@ -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)
diff --git a/code/game/machinery/droneDispenser.dm b/code/game/machinery/droneDispenser.dm
index 0860d7760ea..13c868ef183 100644
--- a/code/game/machinery/droneDispenser.dm
+++ b/code/game/machinery/droneDispenser.dm
@@ -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 << "
You insert [stack] sheet[stack > 1 ? "s" : ""] to [src]."
if((O && O.loc == src) || !stack)
qdel(O)
diff --git a/code/game/machinery/newscaster.dm b/code/game/machinery/newscaster.dm
index 3f9bf156f75..959f6792a67 100644
--- a/code/game/machinery/newscaster.dm
+++ b/code/game/machinery/newscaster.dm
@@ -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)
diff --git a/code/game/machinery/robot_fabricator.dm b/code/game/machinery/robot_fabricator.dm
index 2e1c8275332..16ec50d713b 100644
--- a/code/game/machinery/robot_fabricator.dm
+++ b/code/game/machinery/robot_fabricator.dm
@@ -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++
diff --git a/code/game/mecha/mech_fabricator.dm b/code/game/mecha/mech_fabricator.dm
index a8d591495d4..767fb81a6e7 100644
--- a/code/game/mecha/mech_fabricator.dm
+++ b/code/game/mecha/mech_fabricator.dm
@@ -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]
\The [src] 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 ..()
diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm
index 9c166718063..b6ff558b621 100644
--- a/code/game/objects/items.dm
+++ b/code/game/objects/items.dm
@@ -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
\ No newline at end of file
+ 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
\ No newline at end of file
diff --git a/code/game/objects/items/devices/doorCharge.dm b/code/game/objects/items/devices/doorCharge.dm
index fe3fd7951a5..807ea292a8e 100644
--- a/code/game/objects/items/devices/doorCharge.dm
+++ b/code/game/objects/items/devices/doorCharge.dm
@@ -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)
diff --git a/code/game/objects/items/devices/flashlight.dm b/code/game/objects/items/devices/flashlight.dm
index 3d6f1a022b0..bbceb535d4d 100644
--- a/code/game/objects/items/devices/flashlight.dm
+++ b/code/game/objects/items/devices/flashlight.dm
@@ -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
diff --git a/code/game/objects/items/devices/laserpointer.dm b/code/game/objects/items/devices/laserpointer.dm
index ff6d78c41ef..8ea2723517d 100644
--- a/code/game/objects/items/devices/laserpointer.dm
+++ b/code/game/objects/items/devices/laserpointer.dm
@@ -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
diff --git a/code/game/objects/items/devices/multitool.dm b/code/game/objects/items/devices/multitool.dm
index bca8126ad81..8650cdec64e 100644
--- a/code/game/objects/items/devices/multitool.dm
+++ b/code/game/objects/items/devices/multitool.dm
@@ -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'
diff --git a/code/game/objects/items/devices/pipe_painter.dm b/code/game/objects/items/devices/pipe_painter.dm
index 6ba985c908a..50cb9c00d51 100644
--- a/code/game/objects/items/devices/pipe_painter.dm
+++ b/code/game/objects/items/devices/pipe_painter.dm
@@ -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
diff --git a/code/game/objects/items/devices/powersink.dm b/code/game/objects/items/devices/powersink.dm
index 975a08d3a02..c25720d0e04 100644
--- a/code/game/objects/items/devices/powersink.dm
+++ b/code/game/objects/items/devices/powersink.dm
@@ -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
diff --git a/code/game/objects/items/devices/radio/electropack.dm b/code/game/objects/items/devices/radio/electropack.dm
index c819598daf2..4192e63e7b1 100644
--- a/code/game/objects/items/devices/radio/electropack.dm
+++ b/code/game/objects/items/devices/radio/electropack.dm
@@ -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
diff --git a/code/game/objects/items/devices/radio/headset.dm b/code/game/objects/items/devices/radio/headset.dm
index 31f12619e03..2a32fdaec83 100644
--- a/code/game/objects/items/devices/radio/headset.dm
+++ b/code/game/objects/items/devices/radio/headset.dm
@@ -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
diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm
index c9cf83c17e9..dab4f3b087d 100644
--- a/code/game/objects/items/devices/radio/radio.dm
+++ b/code/game/objects/items/devices/radio/radio.dm
@@ -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
diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm
index ce74426d83d..1b083ca6099 100644
--- a/code/game/objects/items/devices/scanners.dm
+++ b/code/game/objects/items/devices/scanners.dm
@@ -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))
diff --git a/code/game/objects/items/devices/taperecorder.dm b/code/game/objects/items/devices/taperecorder.dm
index 60e0ba98c3a..500d85cd77b 100644
--- a/code/game/objects/items/devices/taperecorder.dm
+++ b/code/game/objects/items/devices/taperecorder.dm
@@ -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
diff --git a/code/game/objects/items/devices/traitordevices.dm b/code/game/objects/items/devices/traitordevices.dm
index a9d6ec760ed..a558faff8a7 100644
--- a/code/game/objects/items/devices/traitordevices.dm
+++ b/code/game/objects/items/devices/traitordevices.dm
@@ -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
diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm
index 33c7ad85fed..23e37b9f57e 100644
--- a/code/game/objects/items/stacks/medical.dm
+++ b/code/game/objects/items/stacks/medical.dm
@@ -106,7 +106,7 @@
stop_bleeding = 900
/obj/item/stack/medical/gauze/cyborg/
- m_amt = 0
+ materials = list()
is_cyborg = 1
cost = 250
diff --git a/code/game/objects/items/stacks/rods.dm b/code/game/objects/items/stacks/rods.dm
index dc09dda6ebc..7296f531269 100644
--- a/code/game/objects/items/stacks/rods.dm
+++ b/code/game/objects/items/stacks/rods.dm
@@ -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
diff --git a/code/game/objects/items/stacks/sheets/glass.dm b/code/game/objects/items/stacks/sheets/glass.dm
index 3c1be461a1d..66a3cd055bc 100644
--- a/code/game/objects/items/stacks/sheets/glass.dm
+++ b/code/game/objects/items/stacks/sheets/glass.dm
@@ -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
diff --git a/code/game/objects/items/stacks/sheets/mineral.dm b/code/game/objects/items/stacks/sheets/mineral.dm
index 069b0cc091a..1740e84f591 100644
--- a/code/game/objects/items/stacks/sheets/mineral.dm
+++ b/code/game/objects/items/stacks/sheets/mineral.dm
@@ -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), \
diff --git a/code/game/objects/items/stacks/sheets/sheet_types.dm b/code/game/objects/items/stacks/sheets/sheet_types.dm
index 28794e5bd7a..aef7040f91d 100644
--- a/code/game/objects/items/stacks/sheets/sheet_types.dm
+++ b/code/game/objects/items/stacks/sheets/sheet_types.dm
@@ -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"
diff --git a/code/game/objects/items/stacks/tiles/plasteel.dm b/code/game/objects/items/stacks/tiles/plasteel.dm
index 9ffb4a72975..3d6259634c8 100644
--- a/code/game/objects/items/stacks/tiles/plasteel.dm
+++ b/code/game/objects/items/stacks/tiles/plasteel.dm
@@ -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
diff --git a/code/game/objects/items/toys.dm b/code/game/objects/items/toys.dm
index 5bc5733aa4b..1b8b4e623b1 100644
--- a/code/game/objects/items/toys.dm
+++ b/code/game/objects/items/toys.dm
@@ -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()
diff --git a/code/game/objects/items/weapons/RCD.dm b/code/game/objects/items/weapons/RCD.dm
index ec054820181..d00a5b9d291 100644
--- a/code/game/objects/items/weapons/RCD.dm
+++ b/code/game/objects/items/weapons/RCD.dm
@@ -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
diff --git a/code/game/objects/items/weapons/RPD.dm b/code/game/objects/items/weapons/RPD.dm
index f25f7960010..42c114d1d0d 100644
--- a/code/game/objects/items/weapons/RPD.dm
+++ b/code/game/objects/items/weapons/RPD.dm
@@ -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
diff --git a/code/game/objects/items/weapons/airlock_painter.dm b/code/game/objects/items/weapons/airlock_painter.dm
index 9ebce21ee0a..29e229d034e 100644
--- a/code/game/objects/items/weapons/airlock_painter.dm
+++ b/code/game/objects/items/weapons/airlock_painter.dm
@@ -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
diff --git a/code/game/objects/items/weapons/extinguisher.dm b/code/game/objects/items/weapons/extinguisher.dm
index 19e57dbb30b..842ba36ad9d 100644
--- a/code/game/objects/items/weapons/extinguisher.dm
+++ b/code/game/objects/items/weapons/extinguisher.dm
@@ -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"
diff --git a/code/game/objects/items/weapons/flamethrower.dm b/code/game/objects/items/weapons/flamethrower.dm
index 8688f19167b..c1f0a4adb63 100644
--- a/code/game/objects/items/weapons/flamethrower.dm
+++ b/code/game/objects/items/weapons/flamethrower.dm
@@ -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
diff --git a/code/game/objects/items/weapons/handcuffs.dm b/code/game/objects/items/weapons/handcuffs.dm
index 1c9eaccc389..aa10954f644 100644
--- a/code/game/objects/items/weapons/handcuffs.dm
+++ b/code/game/objects/items/weapons/handcuffs.dm
@@ -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
diff --git a/code/game/objects/items/weapons/kitchen.dm b/code/game/objects/items/weapons/kitchen.dm
index 4aa59cb3d19..cced8bac3d3 100644
--- a/code/game/objects/items/weapons/kitchen.dm
+++ b/code/game/objects/items/weapons/kitchen.dm
@@ -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")
diff --git a/code/game/objects/items/weapons/shields.dm b/code/game/objects/items/weapons/shields.dm
index a8875117ade..9aaba5dda70 100644
--- a/code/game/objects/items/weapons/shields.dm
+++ b/code/game/objects/items/weapons/shields.dm
@@ -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
diff --git a/code/game/objects/items/weapons/storage/bags.dm b/code/game/objects/items/weapons/storage/bags.dm
index 9790b77e206..a00c0844ef8 100644
--- a/code/game/objects/items/weapons/storage/bags.dm
+++ b/code/game/objects/items/weapons/storage/bags.dm
@@ -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)
diff --git a/code/game/objects/items/weapons/teleportation.dm b/code/game/objects/items/weapons/teleportation.dm
index 7dd2aa930d7..22f3c6ef990 100644
--- a/code/game/objects/items/weapons/teleportation.dm
+++ b/code/game/objects/items/weapons/teleportation.dm
@@ -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
diff --git a/code/game/objects/items/weapons/tools.dm b/code/game/objects/items/weapons/tools.dm
index 0e4f35aa3a9..27d36934ae6 100644
--- a/code/game/objects/items/weapons/tools.dm
+++ b/code/game/objects/items/weapons/tools.dm
@@ -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"
diff --git a/code/game/objects/items/weapons/weaponry.dm b/code/game/objects/items/weapons/weaponry.dm
index 15bee3c691d..871c6abdfc2 100644
--- a/code/game/objects/items/weapons/weaponry.dm
+++ b/code/game/objects/items/weapons/weaponry.dm
@@ -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
diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm
index 7258982885d..0534d03fb2a 100644
--- a/code/game/objects/structures/tables_racks.dm
+++ b/code/game/objects/structures/tables_racks.dm
@@ -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)
..()
diff --git a/code/modules/assembly/assembly.dm b/code/modules/assembly/assembly.dm
index 75cf0fc191e..a4385029717 100644
--- a/code/modules/assembly/assembly.dm
+++ b/code/modules/assembly/assembly.dm
@@ -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
diff --git a/code/modules/assembly/igniter.dm b/code/modules/assembly/igniter.dm
index f79e4e09cd7..beb41572fbe 100644
--- a/code/modules/assembly/igniter.dm
+++ b/code/modules/assembly/igniter.dm
@@ -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
diff --git a/code/modules/assembly/infrared.dm b/code/modules/assembly/infrared.dm
index 790fa681f93..e2f80e045b4 100644
--- a/code/modules/assembly/infrared.dm
+++ b/code/modules/assembly/infrared.dm
@@ -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
diff --git a/code/modules/assembly/mousetrap.dm b/code/modules/assembly/mousetrap.dm
index 9714aed67ca..6aeb07661aa 100644
--- a/code/modules/assembly/mousetrap.dm
+++ b/code/modules/assembly/mousetrap.dm
@@ -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
diff --git a/code/modules/assembly/proximity.dm b/code/modules/assembly/proximity.dm
index 07395b77e10..27a49543029 100644
--- a/code/modules/assembly/proximity.dm
+++ b/code/modules/assembly/proximity.dm
@@ -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
diff --git a/code/modules/assembly/signaler.dm b/code/modules/assembly/signaler.dm
index e28da00a535..74c4ea0aef9 100644
--- a/code/modules/assembly/signaler.dm
+++ b/code/modules/assembly/signaler.dm
@@ -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
diff --git a/code/modules/assembly/timer.dm b/code/modules/assembly/timer.dm
index 5e6375b7e23..f3a3340f248 100644
--- a/code/modules/assembly/timer.dm
+++ b/code/modules/assembly/timer.dm
@@ -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
diff --git a/code/modules/assembly/voice.dm b/code/modules/assembly/voice.dm
index 1042d781a0c..a2cf16cfe5d 100644
--- a/code/modules/assembly/voice.dm
+++ b/code/modules/assembly/voice.dm
@@ -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
diff --git a/code/modules/clothing/head/misc_special.dm b/code/modules/clothing/head/misc_special.dm
index 8aa832c5d27..1f5c29d940d 100644
--- a/code/modules/clothing/head/misc_special.dm
+++ b/code/modules/clothing/head/misc_special.dm
@@ -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
diff --git a/code/modules/clothing/masks/gasmask.dm b/code/modules/clothing/masks/gasmask.dm
index e57e1920df3..35fe69e2060 100644
--- a/code/modules/clothing/masks/gasmask.dm
+++ b/code/modules/clothing/masks/gasmask.dm
@@ -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)
diff --git a/code/modules/clothing/shoes/bananashoes.dm b/code/modules/clothing/shoes/bananashoes.dm
index f574c6a88cc..f28e76426e1 100644
--- a/code/modules/clothing/shoes/bananashoes.dm
+++ b/code/modules/clothing/shoes/bananashoes.dm
@@ -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 << "
You ran out of bananium!"
@@ -37,22 +37,22 @@
user << "
You cannot retrieve any bananium from the prototype shoes."
/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 << "
You insert [sheet_amount] bananium sheets into the prototype shoes."
- var/obj/item/stack/sheet/S = O
- S.use(sheet_amount)
- else if(sheet_amount < 0)
- user << "
You can only fit bananium sheets into these shoes!"
else
- user << "
You cannot insert more bananium into the prototype shoes."
+ user << "
You are unable to insert more bananium!"
/obj/item/clothing/shoes/clown_shoes/banana_shoes/examine(mob/user)
..()
- user << "
The shoes are [on ? "enabled" : "disabled"]. There is [bananium.amount] bananium left."
+ user << "
The shoes are [on ? "enabled" : "disabled"]. There is [bananium.amount(MAT_BANANIUM)] bananium left."
/obj/item/clothing/shoes/clown_shoes/banana_shoes/ui_action_click()
- if(bananium.amount)
+ if(bananium.amount(MAT_BANANIUM))
on = !on
update_icon()
loc << "
You [on ? "activate" : "deactivate"] the prototype shoes."
diff --git a/code/modules/hydroponics/hydroitemdefines.dm b/code/modules/hydroponics/hydroitemdefines.dm
index e5f4e779202..f44d54f78b9 100644
--- a/code/modules/hydroponics/hydroitemdefines.dm
+++ b/code/modules/hydroponics/hydroitemdefines.dm
@@ -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'
diff --git a/code/modules/mining/mine_items.dm b/code/modules/mining/mine_items.dm
index 80fb5aa07b9..83c8724506d 100644
--- a/code/modules/mining/mine_items.dm
+++ b/code/modules/mining/mine_items.dm
@@ -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")
diff --git a/code/modules/paperwork/pen.dm b/code/modules/paperwork/pen.dm
index 5ec959df34f..da920274364 100644
--- a/code/modules/paperwork/pen.dm
+++ b/code/modules/paperwork/pen.dm
@@ -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!
diff --git a/code/modules/paperwork/photography.dm b/code/modules/paperwork/photography.dm
index d8312036260..8e9e3135496 100644
--- a/code/modules/paperwork/photography.dm
+++ b/code/modules/paperwork/photography.dm
@@ -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
diff --git a/code/modules/paperwork/stamps.dm b/code/modules/paperwork/stamps.dm
index 48ebf2b88e3..09b77e13dc5 100644
--- a/code/modules/paperwork/stamps.dm
+++ b/code/modules/paperwork/stamps.dm
@@ -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")
diff --git a/code/modules/power/antimatter/shielding.dm b/code/modules/power/antimatter/shielding.dm
index 7858a77f460..bcd24faebe1 100644
--- a/code/modules/power/antimatter/shielding.dm
+++ b/code/modules/power/antimatter/shielding.dm
@@ -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))
diff --git a/code/modules/power/cable.dm b/code/modules/power/cable.dm
index 67a15e73030..b98482bb11e 100644
--- a/code/modules/power/cable.dm
+++ b/code/modules/power/cable.dm
@@ -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)
diff --git a/code/modules/power/cell.dm b/code/modules/power/cell.dm
index d90d7280cd2..5f2b72bd833 100644
--- a/code/modules/power/cell.dm
+++ b/code/modules/power/cell.dm
@@ -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"
diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm
index c9784c27f94..6f442a439a6 100644
--- a/code/modules/power/lighting.dm
+++ b/code/modules/power/lighting.dm
@@ -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)
diff --git a/code/modules/projectiles/ammunition.dm b/code/modules/projectiles/ammunition.dm
index f2055dc64a3..5cce24c6dba 100644
--- a/code/modules/projectiles/ammunition.dm
+++ b/code/modules/projectiles/ammunition.dm
@@ -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
diff --git a/code/modules/projectiles/ammunition/ammo_casings.dm b/code/modules/projectiles/ammunition/ammo_casings.dm
index 5afe311cb22..b5e553dfed3 100644
--- a/code/modules/projectiles/ammunition/ammo_casings.dm
+++ b/code/modules/projectiles/ammunition/ammo_casings.dm
@@ -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
diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm
index dd9c381e2d6..0573005926c 100644
--- a/code/modules/projectiles/gun.dm
+++ b/code/modules/projectiles/gun.dm
@@ -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
diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm
index 97b8b3b418b..b04057fb82b 100644
--- a/code/modules/projectiles/guns/energy/laser.dm
+++ b/code/modules/projectiles/guns/energy/laser.dm
@@ -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)
diff --git a/code/modules/projectiles/guns/energy/special.dm b/code/modules/projectiles/guns/energy/special.dm
index 58baa81e928..c3c78b2010c 100644
--- a/code/modules/projectiles/guns/energy/special.dm
+++ b/code/modules/projectiles/guns/energy/special.dm
@@ -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)
diff --git a/code/modules/projectiles/guns/grenade_launcher.dm b/code/modules/projectiles/guns/grenade_launcher.dm
index 2075ebeaa60..0853efd907f 100644
--- a/code/modules/projectiles/guns/grenade_launcher.dm
+++ b/code/modules/projectiles/guns/grenade_launcher.dm
@@ -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)
..()
diff --git a/code/modules/projectiles/guns/projectile.dm b/code/modules/projectiles/guns/projectile.dm
index 7bea46b2f96..9a9c0267e6b 100644
--- a/code/modules/projectiles/guns/projectile.dm
+++ b/code/modules/projectiles/guns/projectile.dm
@@ -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
diff --git a/code/modules/projectiles/guns/syringe_gun.dm b/code/modules/projectiles/guns/syringe_gun.dm
index 6ed12b01b64..67c4cb7191f 100644
--- a/code/modules/projectiles/guns/syringe_gun.dm
+++ b/code/modules/projectiles/guns/syringe_gun.dm
@@ -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()
diff --git a/code/modules/reagents/reagent_containers/glass.dm b/code/modules/reagents/reagent_containers/glass.dm
index b8f188c3ba5..f454e23ef49 100644
--- a/code/modules/reagents/reagent_containers/glass.dm
+++ b/code/modules/reagents/reagent_containers/glass.dm
@@ -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)
diff --git a/code/modules/reagents/reagent_containers/syringes.dm b/code/modules/reagents/reagent_containers/syringes.dm
index e41a0a2639c..a0559bb4707 100644
--- a/code/modules/reagents/reagent_containers/syringes.dm
+++ b/code/modules/reagents/reagent_containers/syringes.dm
@@ -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()
..()
diff --git a/code/modules/research/circuitprinter.dm b/code/modules/research/circuitprinter.dm
index fa785dfdbe4..ad73173fdbe 100644
--- a/code/modules/research/circuitprinter.dm
+++ b/code/modules/research/circuitprinter.dm
@@ -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)
diff --git a/code/modules/research/designs.dm b/code/modules/research/designs.dm
index 698f60764e3..7ef1d9cce81 100644
--- a/code/modules/research/designs.dm
+++ b/code/modules/research/designs.dm
@@ -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, "$uranium" = 200)
+ materials = list(MAT_METAL = 1000, MAT_GLASS = 500, MAT_PLASMA = 1500, MAT_URANIUM = 200)
build_path = /obj/item/weapon/weldingtool/experimental
category = list("Equipment")
\ No newline at end of file
diff --git a/code/modules/research/designs/AI_module_designs.dm b/code/modules/research/designs/AI_module_designs.dm
index 9915b0eb92c..d945d5d79a4 100644
--- a/code/modules/research/designs/AI_module_designs.dm
+++ b/code/modules/research/designs/AI_module_designs.dm
@@ -9,7 +9,7 @@
id = "safeguard_module"
req_tech = list("programming" = 3, "materials" = 4)
build_type = IMPRINTER
- materials = list("$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, "$diamond" = 100)
+ materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_DIAMOND = 100)
build_path = /obj/item/weapon/aiModule/core/full/custom
category = list("AI Modules")
diff --git a/code/modules/research/designs/autolathe_designs.dm b/code/modules/research/designs/autolathe_designs.dm
index 9597ae15978..d0a2ca5a450 100644
--- a/code/modules/research/designs/autolathe_designs.dm
+++ b/code/modules/research/designs/autolathe_designs.dm
@@ -6,7 +6,7 @@
name = "Bucket"
id = "bucket"
build_type = AUTOLATHE
- materials = list("$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")
\ No newline at end of file
diff --git a/code/modules/research/designs/comp_board_designs.dm b/code/modules/research/designs/comp_board_designs.dm
index 04b64b81778..8ca566a7661 100644
--- a/code/modules/research/designs/comp_board_designs.dm
+++ b/code/modules/research/designs/comp_board_designs.dm
@@ -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")
\ No newline at end of file
diff --git a/code/modules/research/designs/machine_designs.dm b/code/modules/research/designs/machine_designs.dm
index 91d498bd90f..8c0cfe30ea1 100644
--- a/code/modules/research/designs/machine_designs.dm
+++ b/code/modules/research/designs/machine_designs.dm
@@ -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")
diff --git a/code/modules/research/designs/mecha_designs.dm b/code/modules/research/designs/mecha_designs.dm
index c8383a6bbda..95d25e4592b 100644
--- a/code/modules/research/designs/mecha_designs.dm
+++ b/code/modules/research/designs/mecha_designs.dm
@@ -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, "$plasma" = 200)
+ materials = list(MAT_METAL = 1500, MAT_GLASS = 500, MAT_PLASMA = 200)
construction_time = 100
category = list("Exosuit Equipment")
\ No newline at end of file
diff --git a/code/modules/research/designs/mechfabricator_designs.dm b/code/modules/research/designs/mechfabricator_designs.dm
index 8f14875b616..ce602a5e800 100644
--- a/code/modules/research/designs/mechfabricator_designs.dm
+++ b/code/modules/research/designs/mechfabricator_designs.dm
@@ -4,7 +4,7 @@
id = "borg_suit"
build_type = MECHFAB
build_path = /obj/item/robot_parts/robot_suit
- materials = list("$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, "$glass" = 350)
+ materials = list(MAT_METAL = 800, MAT_GLASS = 350)
construction_time=150
build_path = /obj/item/drone_shell
category = list("Misc")
\ No newline at end of file
diff --git a/code/modules/research/designs/medical_designs.dm b/code/modules/research/designs/medical_designs.dm
index c397712a6b1..abf6b2663a7 100644
--- a/code/modules/research/designs/medical_designs.dm
+++ b/code/modules/research/designs/medical_designs.dm
@@ -8,7 +8,7 @@
id = "mass_spectrometer"
req_tech = list("biotech" = 2, "magnets" = 2)
build_type = PROTOLATHE
- materials = list("$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, "$diamond" = 2000)
+ materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_GOLD = 500, MAT_URANIUM = 1000, MAT_DIAMOND = 2000)
build_path = /obj/item/cybernetic_implant/chest/reviver
category = list("Medical Designs")
diff --git a/code/modules/research/designs/power_designs.dm b/code/modules/research/designs/power_designs.dm
index f9749c7267b..a7df6bb115f 100644
--- a/code/modules/research/designs/power_designs.dm
+++ b/code/modules/research/designs/power_designs.dm
@@ -8,7 +8,7 @@
id = "basic_cell"
req_tech = list("powerstorage" = 1)
build_type = PROTOLATHE | AUTOLATHE |MECHFAB
- materials = list("$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")
diff --git a/code/modules/research/designs/stock_parts_designs.dm b/code/modules/research/designs/stock_parts_designs.dm
index ccec5e20d26..e9d2511b8bb 100644
--- a/code/modules/research/designs/stock_parts_designs.dm
+++ b/code/modules/research/designs/stock_parts_designs.dm
@@ -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, "$uranium" = 15)
+ materials = list(MAT_GLASS = 100, MAT_SILVER = 10, MAT_URANIUM = 15)
build_path = /obj/item/weapon/stock_parts/subspace/transmitter
category = list("Stock Parts")
\ No newline at end of file
diff --git a/code/modules/research/designs/telecomms_designs.dm b/code/modules/research/designs/telecomms_designs.dm
index d43f9c6cdde..0a36d63e6fa 100644
--- a/code/modules/research/designs/telecomms_designs.dm
+++ b/code/modules/research/designs/telecomms_designs.dm
@@ -8,7 +8,7 @@
id = "s-receiver"
req_tech = list("programming" = 2, "engineering" = 2, "bluespace" = 1)
build_type = IMPRINTER
- materials = list("$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")
\ No newline at end of file
diff --git a/code/modules/research/designs/weapon_designs.dm b/code/modules/research/designs/weapon_designs.dm
index 94c96d445a6..88c008128a8 100644
--- a/code/modules/research/designs/weapon_designs.dm
+++ b/code/modules/research/designs/weapon_designs.dm
@@ -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, "$silver" = 500)
+ materials = list(MAT_METAL = 2000, MAT_SILVER = 500)
build_path = /obj/item/weapon/suppressor
category = list("Weapons")
diff --git a/code/modules/research/experimentor.dm b/code/modules/research/experimentor.dm
index 86e8b96252d..731a78e8b7c 100644
--- a/code/modules/research/experimentor.dm
+++ b/code/modules/research/experimentor.dm
@@ -455,8 +455,8 @@
visible_message("
[src]'s crushing mechanism slowly and smoothly descends, flattening the [exp_on]!")
new /obj/item/stack/sheet/plasteel(get_turf(pick(oview(1,src))))
if(linked_console.linked_lathe)
- linked_console.linked_lathe.m_amount += min((linked_console.linked_lathe.max_material_storage - linked_console.linked_lathe.TotalMaterials()), (exp_on.m_amt))
- linked_console.linked_lathe.g_amount += min((linked_console.linked_lathe.max_material_storage - linked_console.linked_lathe.TotalMaterials()), (exp_on.g_amt))
+ linked_console.linked_lathe.m_amount += min((linked_console.linked_lathe.max_material_storage - linked_console.linked_lathe.TotalMaterials()), (exp_on.materials[MAT_METAL]))
+ linked_console.linked_lathe.g_amount += min((linked_console.linked_lathe.max_material_storage - linked_console.linked_lathe.TotalMaterials()), (exp_on.materials[MAT_GLASS]))
if(prob(EFFECT_PROB_VERYLOW-badThingCoeff))
visible_message("
[src]'s crusher goes way too many levels too high, crushing right through space-time!")
playsound(src.loc, 'sound/effects/supermatter.ogg', 50, 1, -3)
diff --git a/code/modules/research/protolathe.dm b/code/modules/research/protolathe.dm
index b616d036397..6ab22db8ebc 100644
--- a/code/modules/research/protolathe.dm
+++ b/code/modules/research/protolathe.dm
@@ -73,21 +73,21 @@ Note: Must be placed west/left of and R&D console to function.
/obj/machinery/r_n_d/protolathe/proc/check_mat(datum/design/being_built, var/M) // now returns how many times the item can be built with the material
var/A = 0
switch(M)
- if("$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("$bananium")
+ if(MAT_BANANIUM)
A = clown_amount
else
A = reagents.get_reagent_amount(M)
diff --git a/code/modules/research/rdconsole.dm b/code/modules/research/rdconsole.dm
index a194ed5327f..b96bc830e9b 100644
--- a/code/modules/research/rdconsole.dm
+++ b/code/modules/research/rdconsole.dm
@@ -276,8 +276,8 @@ won't update every console in existence) but it's more of a hassle to do. Also,
else //Same design always gain quality
screen = 2.3 //Crit fail gives the same design a lot of reliability, like really a lot
if(linked_lathe) //Also sends salvaged materials to a linked protolathe, if any.
- linked_lathe.m_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.m_amt*(linked_destroy.decon_mod/10)))
- linked_lathe.g_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.g_amt*(linked_destroy.decon_mod/10)))
+ linked_lathe.m_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.materials[MAT_METAL]*(linked_destroy.decon_mod/10)))
+ linked_lathe.g_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.materials[MAT_GLASS]*(linked_destroy.decon_mod/10)))
feedback_add_details("item_deconstructed","[linked_destroy.loaded_item.name]")
linked_destroy.loaded_item = null
else
@@ -386,21 +386,21 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if(enough_materials)
for(var/M in being_built.materials)
switch(M)
- if("$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)
diff --git a/code/modules/research/research.dm b/code/modules/research/research.dm
index b699a034a3a..397f6edbad4 100644
--- a/code/modules/research/research.dm
+++ b/code/modules/research/research.dm
@@ -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()
diff --git a/code/modules/research/stock_parts.dm b/code/modules/research/stock_parts.dm
index 4ee8ea23b77..a36af9c71ca 100644
--- a/code/modules/research/stock_parts.dm
+++ b/code/modules/research/stock_parts.dm
@@ -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"
diff --git a/code/modules/research/xenobiology/xenobiology.dm b/code/modules/research/xenobiology/xenobiology.dm
index 19892b22d1e..29fd291945c 100644
--- a/code/modules/research/xenobiology/xenobiology.dm
+++ b/code/modules/research/xenobiology/xenobiology.dm
@@ -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
diff --git a/code/modules/surgery/tools.dm b/code/modules/surgery/tools.dm
index 841e96959e7..2aa37528aa2 100644
--- a/code/modules/surgery/tools.dm
+++ b/code/modules/surgery/tools.dm
@@ -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")