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LikteerandRoxy 97a4e1af84 Usable hay tiles (#89570)
Dry grass. Collect hay tile. Get floor like in the raptor barn.

![obraz](https://github.com/user-attachments/assets/580aeb05-3bca-42fe-be74-8ff5077ea6f6)
If anyone has a better idea for in-game tile & turf descriptions, don't
be shy.

Coded in Dream Maker  💅
## About The Pull Request
I wanted hay tiles for a while.
The closest thing within my grasp was heat-damaged grass tiles.

![obraz](https://github.com/user-attachments/assets/4ddc80c6-4a56-4382-8f59-ebf2ce22e563)
Tedious and not satisfactory.

Then goofball and ben10omnitrix made the raptor PR. 
Cool! 
And it has a nice hay turf...

![obraz](https://github.com/user-attachments/assets/797c6002-f640-4365-82f8-4fdfef15b349)
But not usable by the player.
I made it usable.
## Why It's Good For The Game
Nice decor option. 
I need this for something sinister.
## Changelog
🆑
add: Grown grass can be dryed (rack/dehumidifier) to make hay tiles.
/🆑
2025-03-12 16:46:49 -04:00

87 lines
2.7 KiB
Plaintext

// Grass
/obj/item/seeds/grass
name = "grass seed pack"
desc = "These seeds grow into grass. Yummy!"
icon_state = "seed-grass"
species = "grass"
plantname = "Grass"
product = /obj/item/food/grown/grass
lifespan = 40
endurance = 40
maturation = 2
production = 5
yield = 5
instability = 10
growthstages = 2
icon_grow = "grass-grow"
icon_dead = "grass-dead"
genes = list(/datum/plant_gene/trait/repeated_harvest)
mutatelist = list(/obj/item/seeds/grass/carpet, /obj/item/seeds/grass/fairy)
reagents_add = list(/datum/reagent/consumable/nutriment = 0.02, /datum/reagent/hydrogen = 0.05)
/obj/item/food/grown/grass
seed = /obj/item/seeds/grass
name = "grass"
desc = "Green and lush."
icon_state = "grassclump"
bite_consumption_mod = 0.5 // Grazing on grass
var/stacktype = /obj/item/stack/tile/grass
var/tile_coefficient = 0.02 // 1/50
wine_power = 15
/obj/item/food/grown/grass/attack_self(mob/user)
to_chat(user, span_notice("You prepare the astroturf."))
var/grassAmt = 1 + round(seed.potency * tile_coefficient) // The grass we're holding
for(var/obj/item/food/grown/grass/G in user.loc) // The grass on the floor
if(G.type != type)
continue
grassAmt += 1 + round(G.seed.potency * tile_coefficient)
qdel(G)
new stacktype(user.drop_location(), grassAmt)
qdel(src)
/obj/item/food/grown/grass/make_dryable()
AddElement(/datum/element/dryable, /obj/item/stack/tile/hay)
//Fairygrass
/obj/item/seeds/grass/fairy
name = "fairygrass seed pack"
desc = "These seeds grow into a more mystical grass."
icon_state = "seed-fairygrass"
species = "fairygrass"
plantname = "Fairygrass"
product = /obj/item/food/grown/grass/fairy
icon_grow = "fairygrass-grow"
icon_dead = "fairygrass-dead"
genes = list(/datum/plant_gene/trait/repeated_harvest, /datum/plant_gene/trait/glow/blue)
reagents_add = list(/datum/reagent/consumable/nutriment = 0.02, /datum/reagent/hydrogen = 0.05, /datum/reagent/drug/space_drugs = 0.15)
graft_gene = /datum/plant_gene/trait/glow/blue
mutatelist = null
/obj/item/food/grown/grass/fairy
seed = /obj/item/seeds/grass/fairy
name = "fairygrass"
desc = "Blue, glowing, and smells faintly of mushrooms."
icon_state = "fairygrassclump"
bite_consumption_mod = 1
stacktype = /obj/item/stack/tile/fairygrass
// Carpet
/obj/item/seeds/grass/carpet
name = "carpet seed pack"
desc = "These seeds grow into stylish carpet samples."
icon_state = "seed-carpet"
species = "carpet"
plantname = "Carpet"
product = /obj/item/food/grown/grass/carpet
mutatelist = null
rarity = 10
/obj/item/food/grown/grass/carpet
seed = /obj/item/seeds/grass/carpet
name = "carpet"
desc = "The textile industry's dark secret."
icon_state = "carpetclump"
stacktype = /obj/item/stack/tile/carpet
can_distill = FALSE