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## About The Pull Request Cross-pollination has a lot of potential for fun, but the aspect of instability loss and gain in plants makes me experience great suffering. Therefore, it has been suggested that I can get rid of this great pain by just preventing it with a plant trait! Magnificent! Grass was chosen to receive this trait because of its.. _checks notes_ "[remarkable conservation of gene content and gene order](https://pmc.ncbi.nlm.nih.gov/articles/PMC33824/)"! How wonderful! I hope I'm interpreting that correctly! ## Why It's Good For The Game The trait allows for botanists to achieve a finer control over which plants are altered during cross-pollination, preventing undesired instability loss or gain. With this, the experience of setting up trays next to each other comes with fewer pains, and enables more sophisticated cross-poll. setups as one wishes, preventing undesired mutations or reagent changes. ## Changelog 🆑 add: Adds "Conserved Genetics", a plant trait which prevents the plant from having its instability be altered by cross-pollination. /🆑
88 lines
2.8 KiB
Plaintext
88 lines
2.8 KiB
Plaintext
// Grass
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/obj/item/seeds/grass
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name = "grass seed pack"
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desc = "These seeds grow into grass. Yummy!"
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icon_state = "seed-grass"
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species = "grass"
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plantname = "Grass"
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product = /obj/item/food/grown/grass
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lifespan = 40
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endurance = 40
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maturation = 2
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production = 5
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yield = 5
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instability = 10
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growthstages = 2
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icon_grow = "grass-grow"
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icon_dead = "grass-dead"
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genes = list(/datum/plant_gene/trait/repeated_harvest, /datum/plant_gene/trait/safe_instability)
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graft_gene = /datum/plant_gene/trait/safe_instability
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mutatelist = list(/obj/item/seeds/grass/carpet, /obj/item/seeds/grass/fairy)
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reagents_add = list(/datum/reagent/consumable/nutriment = 0.02, /datum/reagent/hydrogen = 0.05)
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/obj/item/food/grown/grass
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seed = /obj/item/seeds/grass
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name = "grass"
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desc = "Green and lush."
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icon_state = "grassclump"
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bite_consumption_mod = 0.5 // Grazing on grass
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var/stacktype = /obj/item/stack/tile/grass
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var/tile_coefficient = 0.02 // 1/50
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wine_power = 15
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/obj/item/food/grown/grass/attack_self(mob/user)
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to_chat(user, span_notice("You prepare the astroturf."))
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var/grassAmt = 1 + round(seed.potency * tile_coefficient) // The grass we're holding
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for(var/obj/item/food/grown/grass/G in user.loc) // The grass on the floor
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if(G.type != type)
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continue
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grassAmt += 1 + round(G.seed.potency * tile_coefficient)
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qdel(G)
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new stacktype(user.drop_location(), grassAmt)
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qdel(src)
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/obj/item/food/grown/grass/make_dryable()
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AddElement(/datum/element/dryable, /obj/item/stack/tile/hay)
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//Fairygrass
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/obj/item/seeds/grass/fairy
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name = "fairygrass seed pack"
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desc = "These seeds grow into a more mystical grass."
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icon_state = "seed-fairygrass"
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species = "fairygrass"
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plantname = "Fairygrass"
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product = /obj/item/food/grown/grass/fairy
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icon_grow = "fairygrass-grow"
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icon_dead = "fairygrass-dead"
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genes = list(/datum/plant_gene/trait/repeated_harvest, /datum/plant_gene/trait/glow/blue, /datum/plant_gene/trait/safe_instability)
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reagents_add = list(/datum/reagent/consumable/nutriment = 0.02, /datum/reagent/hydrogen = 0.05, /datum/reagent/drug/space_drugs = 0.15)
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graft_gene = /datum/plant_gene/trait/glow/blue
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mutatelist = null
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/obj/item/food/grown/grass/fairy
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seed = /obj/item/seeds/grass/fairy
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name = "fairygrass"
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desc = "Blue, glowing, and smells faintly of mushrooms."
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icon_state = "fairygrassclump"
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bite_consumption_mod = 1
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stacktype = /obj/item/stack/tile/fairygrass
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// Carpet
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/obj/item/seeds/grass/carpet
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name = "carpet seed pack"
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desc = "These seeds grow into stylish carpet samples."
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icon_state = "seed-carpet"
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species = "carpet"
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plantname = "Carpet"
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product = /obj/item/food/grown/grass/carpet
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mutatelist = null
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rarity = 10
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/obj/item/food/grown/grass/carpet
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seed = /obj/item/seeds/grass/carpet
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name = "carpet"
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desc = "The textile industry's dark secret."
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icon_state = "carpetclump"
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stacktype = /obj/item/stack/tile/carpet
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can_distill = FALSE
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