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GhomandGitHub 6eb2d1674a Implementing materials checks for techweb designs. (#96257)
## About The Pull Request
In similar fashion to what was done with crafting recipes last year,
this year it's time for techweb designs and printed items to be audited.
This is mostly just about consistency, we've a lot of items that can be
printed by protolathes, autolathes, circuit printers and techfab etc.
However they almost all (except most stacks, mainly) have custom
materials that do not match in one way or another with the materials
used by the design, which is what this PR is for.

"But items printed from lathes etc. already get the mats used to make
them." Yes, they do, however that isn't the case for items of the same
type that were spawned in some other way (cargo shuttle, space/maints
loot, mapped, admins), this create a subtle discrepancy. It isn't a huge
deal (in spite of the size of this PR, ton of designs), but given that I
have done something similar with crafting recipes before, I may as well
give it a second arc of some sort and bring things to completion. And
fix a few possible oversights.

TL;DR consistency and stuff

## Why It's Good For The Game
Consistency, unit test checks to make it harder not to be consistent in
the future. Still has a few TODOs like:

- [x] Fixed newly printed, fully charged RCDs costing less than the RCD
cartridges required to fully charge one. EDIT: I had to tweak the newly
added RDD as well because it suffered from the same fundamental issue.
- [x] Fixed plates being made of iron and yet shattering like ceramic
ones. A new subtype for metallic ones has been made.

## Changelog

🆑
refactor: Refactored a few things with techweb designs (the ones for
autolathes, protolathes, circuit printers, mechfabs etc.) to make sure
that the materials of items that can be made from these designs more
closely match the materials used to make them.
fix: Lizard fries no longer need a plate to be made, like all other
treats that used to require plates in a distant past.
balance: Tweaked the materials cost of RCD, RDD and RCD cartridges.
image: Oven trays now have a more metallic hue.
balance: Plates printed printed from lathes won't shatter like ceramic
ones, in virtue of them being made out of iron instead.
/🆑
2026-07-06 00:13:02 -07:00

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/*****************Pickaxes & Drills & Shovels****************/
/obj/item/pickaxe
name = "pickaxe"
icon = 'icons/obj/mining.dmi'
icon_state = "pickaxe"
inhand_icon_state = "pickaxe"
icon_angle = -45
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
force = 15
throwforce = 10
demolition_mod = 1.15
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT)
tool_behaviour = TOOL_MINING
toolspeed = 1
usesound = list('sound/effects/pickaxe/picaxe1.ogg', 'sound/effects/pickaxe/picaxe2.ogg', 'sound/effects/pickaxe/picaxe3.ogg')
attack_verb_continuous = list("hits", "pierces", "slices", "attacks")
attack_verb_simple = list("hit", "pierce", "slice", "attack")
/obj/item/pickaxe/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] begins digging into [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!"))
if(use_tool(user, user, 30, volume=50))
return BRUTELOSS
user.visible_message(span_suicide("[user] couldn't do it!"))
return SHAME
/obj/item/pickaxe/rusted
name = "rusty pickaxe"
desc = "A pickaxe that's been left to rust."
attack_verb_continuous = list("ineffectively hits")
attack_verb_simple = list("ineffectively hit")
force = 1
throwforce = 1
/obj/item/pickaxe/mini
name = "compact pickaxe"
desc = "A smaller, compact version of the standard pickaxe."
icon_state = "minipick"
worn_icon_state = "pickaxe"
force = 10
throwforce = 7
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=HALF_SHEET_MATERIAL_AMOUNT)
/obj/item/pickaxe/silver
name = "silver-plated pickaxe"
icon_state = "spickaxe"
inhand_icon_state = "spickaxe"
toolspeed = 0.5 //mines faster than a normal pickaxe, bought from mining vendor
desc = "A silver-plated pickaxe that mines slightly faster than standard-issue."
force = 17
/obj/item/pickaxe/diamond
name = "diamond-tipped pickaxe"
icon_state = "dpickaxe"
inhand_icon_state = "dpickaxe"
toolspeed = 0.3
desc = "A pickaxe with a diamond pick head. Extremely robust at cracking rock walls and digging up dirt."
force = 19
/obj/item/pickaxe/drill
name = "mining drill"
icon_state = "handdrill"
inhand_icon_state = "handdrill"
icon_angle = 0
slot_flags = ITEM_SLOT_BELT
toolspeed = 0.6 //available from roundstart, faster than a pickaxe.
usesound = 'sound/items/weapons/drill.ogg'
hitsound = 'sound/items/weapons/drill.ogg'
desc = "An electric mining drill for the especially scrawny."
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT)
/obj/item/pickaxe/drill/Initialize(mapload)
. = ..()
AddElement(/datum/element/cuffable_item) //closed handle
/obj/item/pickaxe/drill/diamonddrill
name = "diamond-tipped mining drill"
icon_state = "diamonddrill"
inhand_icon_state = "diamonddrill"
toolspeed = 0.2
desc = "Yours is the drill that will pierce the heavens!"
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT)
/obj/item/pickaxe/drill/jackhammer
name = "sonic jackhammer"
icon_state = "jackhammer"
inhand_icon_state = "jackhammer"
toolspeed = 0.1 //the epitome of powertools. extremely fast mining
usesound = 'sound/items/weapons/sonic_jackhammer.ogg'
hitsound = 'sound/items/weapons/sonic_jackhammer.ogg'
desc = "Cracks rocks with sonic blasts."
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3, /datum/material/diamond = SHEET_MATERIAL_AMOUNT * 3, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/silver = SHEET_MATERIAL_AMOUNT)
/obj/item/pickaxe/improvised
name = "improvised pickaxe"
desc = "A pickaxe made with a knife and crowbar taped together, how does it not break?"
icon_state = "ipickaxe"
inhand_icon_state = "ipickaxe"
worn_icon_state = "pickaxe"
force = 10
throwforce = 7
toolspeed = 3 //3 times slower than a normal pickaxe
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 6.05, /datum/material/plastic = SMALL_MATERIAL_AMOUNT) //This number used to be insane and I'm just going to save your sanity and not tell you what it was.
/obj/item/shovel
name = "shovel"
desc = "A large tool for digging and moving dirt."
icon = 'icons/obj/mining.dmi'
icon_state = "shovel"
inhand_icon_state = "shovel"
icon_angle = 135
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
force = 8
throwforce = 4
tool_behaviour = TOOL_SHOVEL
toolspeed = 1
usesound = 'sound/effects/shovel_dig.ogg'
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5)
attack_verb_continuous = list("bashes", "bludgeons", "thrashes", "whacks")
attack_verb_simple = list("bash", "bludgeon", "thrash", "whack")
sharpness = SHARP_EDGED
/obj/item/shovel/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, \
speed = 15 SECONDS, \
effectiveness = 40, \
)
//it's sharp, so it works, but barely.
AddElement(/datum/element/gravedigger)
/obj/item/shovel/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] begins digging their own grave! It looks like [user.p_theyre()] trying to commit suicide!"))
if(use_tool(user, user, 30, volume=50))
return BRUTELOSS
user.visible_message(span_suicide("[user] couldn't do it!"))
return SHAME
/obj/item/shovel/spade
name = "spade"
desc = "A small tool for digging and moving dirt."
icon_state = "spade"
inhand_icon_state = "spade"
icon_angle = -135
lefthand_file = 'icons/mob/inhands/equipment/hydroponics_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/hydroponics_righthand.dmi'
force = 5
throwforce = 7
w_class = WEIGHT_CLASS_SMALL
/obj/item/shovel/spade/cyborg
name = "cyborg spade"
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "sili_shovel"
icon_angle = 0
toolspeed = 0.6
worn_icon_state = null
/obj/item/shovel/serrated
name = "serrated bone shovel"
desc = "A wicked tool that cleaves through dirt just as easily as it does flesh. The design was styled after ancient lavaland tribal designs. \
It seems less capable of harming inorganic creatures. Who knows why."
icon_state = "shovel_bone"
worn_icon_state = "shovel_serr"
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
force = 10
throwforce = 12
w_class = WEIGHT_CLASS_NORMAL
tool_behaviour = TOOL_SHOVEL // hey, it's serrated.
toolspeed = 0.3
attack_verb_continuous = list("slashes", "impales", "stabs", "slices")
attack_verb_simple = list("slash", "impale", "stab", "slice")
sharpness = SHARP_EDGED
item_flags = CRUEL_IMPLEMENT
custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 4, /datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.5)
/obj/item/shovel/serrated/Initialize(mapload)
. = ..()
AddComponent(/datum/component/bane, affected_biotypes = MOB_ORGANIC, damage_multiplier = 2) //You may be horridly cursed now, but at least you kill the living a whole lot more easily!
/obj/item/shovel/serrated/examine(mob/user)
. = ..()
if( !(user.mind && HAS_TRAIT(user.mind, TRAIT_MORBID)) )
return
. += span_deadsay("You feel an intense, strange craving to 'dig' straight through living flesh with this shovel. Why else would it be serrated? The thought is mesmerizing...")
// Coroner mail version
/obj/item/shovel/serrated/dull
name = "dull bone shovel"
desc = "An ancient, dull bone shovel with a strange design and markings. Visually, it seems pretty weak, but you get the feeling there's more to it than meets the eye..."
force = 8
throwforce = 10
toolspeed = 0.8
/obj/item/trench_tool
name = "entrenching tool"
desc = "The multi-purpose tool you always needed."
icon = 'icons/obj/mining.dmi'
icon_state = "trench_tool"
inhand_icon_state = "trench_tool"
icon_angle = -45
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
force = 15
throwforce = 6
w_class = WEIGHT_CLASS_SMALL
tool_behaviour = TOOL_WRENCH
toolspeed = 0.75
usesound = 'sound/items/tools/ratchet.ogg'
attack_verb_continuous = list("bashes", "bludgeons", "thrashes", "whacks")
attack_verb_simple = list("bash", "bludgeon", "thrash", "whack")
wound_bonus = 10
/obj/item/trench_tool/get_all_tool_behaviours()
return list(TOOL_MINING, TOOL_SHOVEL, TOOL_WRENCH)
/obj/item/trench_tool/Initialize(mapload)
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
AddElement(/datum/element/gravedigger)
/obj/item/trench_tool/examine(mob/user)
. = ..()
. += span_notice("Use in hand to switch configuration.")
. += span_notice("It functions as a [tool_behaviour] tool.")
. += span_danger("<i>This weapon has no random critical hits.</i>")
/obj/item/trench_tool/update_icon_state()
. = ..()
switch(tool_behaviour)
if(TOOL_WRENCH)
icon_state = inhand_icon_state = initial(icon_state)
if(TOOL_SHOVEL)
icon_state = inhand_icon_state = "[initial(icon_state)]_shovel"
if(TOOL_MINING)
icon_state = inhand_icon_state = "[initial(icon_state)]_pick"
/obj/item/trench_tool/attack_self(mob/user, modifiers)
. = ..()
if(!user)
return
var/list/tool_list = list(
"Wrench" = image(icon = icon, icon_state = "trench_tool"),
"Shovel" = image(icon = icon, icon_state = "trench_tool_shovel"),
"Pick" = image(icon = icon, icon_state = "trench_tool_pick"),
)
var/tool_result = show_radial_menu(user, src, tool_list, custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user) || !tool_result)
return
switch(tool_result)
if("Wrench")
tool_behaviour = TOOL_WRENCH
sharpness = NONE
toolspeed = 0.75
update_weight_class(WEIGHT_CLASS_SMALL)
usesound = 'sound/items/tools/ratchet.ogg'
attack_verb_continuous = list("bashes", "bludgeons", "thrashes", "whacks")
attack_verb_simple = list("bash", "bludgeon", "thrash", "whack")
if("Shovel")
tool_behaviour = TOOL_SHOVEL
sharpness = SHARP_EDGED
toolspeed = 0.25
update_weight_class(WEIGHT_CLASS_NORMAL)
usesound = 'sound/effects/shovel_dig.ogg'
attack_verb_continuous = list("slashes", "impales", "stabs", "slices")
attack_verb_simple = list("slash", "impale", "stab", "slice")
if("Pick")
tool_behaviour = TOOL_MINING
sharpness = SHARP_POINTY
toolspeed = 0.5
update_weight_class(WEIGHT_CLASS_NORMAL)
usesound = 'sound/effects/pickaxe/picaxe1.ogg'
attack_verb_continuous = list("hits", "pierces", "slices", "attacks")
attack_verb_simple = list("hit", "pierce", "slice", "attack")
playsound(src, 'sound/items/tools/ratchet.ogg', 50, vary = TRUE)
update_appearance(UPDATE_ICON)
/obj/item/trench_tool/proc/check_menu(mob/user)
if(!istype(user))
return FALSE
if(user.incapacitated || !user.Adjacent(src))
return FALSE
return TRUE
/obj/item/shovel/giant_wrench
name = "Big Slappy"
desc = "A gigantic wrench made illegal because of its many incidents involving this tool."
icon_state = "giant_wrench"
icon = 'icons/obj/weapons/giant_wrench.dmi'
icon_angle = 0
inhand_icon_state = null
lefthand_file = 'icons/mob/inhands/64x64_lefthand.dmi'
righthand_file = 'icons/mob/inhands/64x64_righthand.dmi'
inhand_x_dimension = 64
inhand_y_dimension = 64
w_class = WEIGHT_CLASS_HUGE
slot_flags = NONE
toolspeed = 0.1
force = 30
throwforce = 20
block_chance = 30
throw_range = 2
demolition_mod = 2
armor_type = /datum/armor/giant_wrench
resistance_flags = FIRE_PROOF
wound_bonus = -10
attack_verb_continuous = list("bonks", "bludgeons", "pounds")
attack_verb_simple = list("bonk", "bludgeon", "pound")
drop_sound = 'sound/items/weapons/sonic_jackhammer.ogg'
pickup_sound = 'sound/items/handling/tools/crowbar_pickup.ogg'
hitsound = 'sound/items/weapons/sonic_jackhammer.ogg'
block_sound = 'sound/items/weapons/sonic_jackhammer.ogg'
item_flags = SLOWS_WHILE_IN_HAND | IMMUTABLE_SLOW
slowdown = 3
attack_speed = 1.2 SECONDS
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 8.6, /datum/material/alloy/plasteel = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT)
/// The factor at which the recoil becomes less.
var/recoil_factor = 3
/// Wether we knock down and launch away out enemies when we attack.
var/do_launch = TRUE
/obj/item/shovel/giant_wrench/get_all_tool_behaviours()
return list(TOOL_SHOVEL, TOOL_WRENCH)
/datum/armor/giant_wrench
acid = 30
bomb = 100
bullet = 30
fire = 100
laser = 30
melee = 30
/obj/item/shovel/giant_wrench/Initialize(mapload)
. = ..()
transform = transform.Translate(-16, -16)
AddComponent(/datum/component/two_handed, require_twohands=TRUE)
AddComponent( \
/datum/component/transforming, \
force_on = 40, \
throwforce_on = throwforce, \
hitsound_on = hitsound, \
w_class_on = w_class, \
sharpness_on = SHARP_POINTY, \
clumsy_check = TRUE, \
inhand_icon_change = TRUE, \
)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/// Used when the tool is transformed through the transforming component.
/obj/item/shovel/giant_wrench/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
usesound = (active ? 'sound/items/tools/ratchet.ogg' : initial(usesound))
block_chance = (active ? 0 : initial(block_chance))
recoil_factor = (active ? 2 : initial(recoil_factor))
do_launch = (active ? FALSE : initial(do_launch))
tool_behaviour = (active ? TOOL_WRENCH : initial(tool_behaviour))
armour_penetration = (active ? 30 : initial(armour_penetration))
if(user)
balloon_alert(user, "folded Big Slappy [active ? "open" : "closed"]")
playsound(src, 'sound/items/tools/ratchet.ogg', 50, TRUE)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/shovel/giant_wrench/attack(mob/living/target_mob, mob/living/user)
..()
if(QDELETED(target_mob))
return
if(do_launch)
var/atom/throw_target = get_edge_target_turf(target_mob, get_dir(user, get_step_away(target_mob, user)))
target_mob.throw_at(throw_target, 2, 2, user, gentle = TRUE)
target_mob.Knockdown(2 SECONDS)
var/body_zone = pick(user.get_all_limbs())
user.apply_damage(force / recoil_factor, BRUTE, body_zone, user.run_armor_check(body_zone, MELEE))
to_chat(user, span_danger("The weight of the Big Slappy recoils!"))
log_combat(user, user, "recoiled Big Slappy into")