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Bubberstation/code/modules/research/designs/AI_module_designs.dm
SkyratBot ead1aa0b76 [MIRROR] TGUI for Techfabs II: The Great Recategorizing (AND ICONS) (AND MECHFABS) (AND AUTOLATHES) [MDB IGNORE] (#16616)
* TGUI for Techfabs II: The Great Recategorizing (AND ICONS) (AND MECHFABS) (AND AUTOLATHES)

* Still doesn't compile but there's no more conflicts

* [PR PR] Makes #16616 Compile And Work (#16656)

Oh hey, it compiles!

Co-authored-by: scriptis <scriptif@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: RimiNosha <106692773+RimiNosha@users.noreply.github.com>
2022-10-06 11:54:38 +01:00

388 lines
15 KiB
Plaintext

///////////////////////////////////
//////////AI Module Disks//////////
///////////////////////////////////
/datum/design/board/aicore
name = "AI Core Board"
desc = "Allows for the construction of circuit boards used to build new AI cores."
id = "aicore"
build_path = /obj/item/circuitboard/aicore
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/safeguard_module
name = "Safeguard Module"
desc = "Allows for the construction of a Safeguard AI Module."
id = "safeguard_module"
materials = list(/datum/material/glass = 1000, /datum/material/gold = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/supplied/safeguard
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/onehuman_module
name = "OneHuman Module"
desc = "Allows for the construction of a OneHuman AI Module."
id = "onehuman_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 6000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/zeroth/onehuman
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/protectstation_module
name = "ProtectStation Module"
desc = "Allows for the construction of a ProtectStation AI Module."
id = "protectstation_module"
materials = list(/datum/material/glass = 1000, /datum/material/gold = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/supplied/protect_station
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/quarantine_module
name = "Quarantine Module"
desc = "Allows for the construction of a Quarantine AI Module."
id = "quarantine_module"
materials = list(/datum/material/glass = 1000, /datum/material/gold = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/supplied/quarantine
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/oxygen_module
name = "OxygenIsToxicToHumans Module"
desc = "Allows for the construction of a OxygenIsToxicToHumans AI Module."
id = "oxygen_module"
materials = list(/datum/material/glass = 1000, /datum/material/gold = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/supplied/oxygen
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/freeform_module
name = "Freeform Module"
desc = "Allows for the construction of a Freeform AI Module."
id = "freeform_module"
materials = list(/datum/material/glass = 1000, /datum/material/gold = 10000, /datum/material/bluespace = 2000)//Custom inputs should be more expensive to get
build_path = /obj/item/ai_module/supplied/freeform
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_LAW_MANIPULATION
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/reset_module
name = "Reset Module"
desc = "Allows for the construction of a Reset AI Module."
id = "reset_module"
materials = list(/datum/material/glass = 1000, /datum/material/gold = 2000)
build_path = /obj/item/ai_module/reset
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_LAW_MANIPULATION
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/purge_module
name = "Purge Module"
desc = "Allows for the construction of a Purge AI Module."
id = "purge_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/reset/purge
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_LAW_MANIPULATION
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/remove_module
name = "Law Removal Module"
desc = "Allows for the construction of a Law Removal AI Core Module."
id = "remove_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/remove
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_LAW_MANIPULATION
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/freeformcore_module
name = "Core Freeform Module"
desc = "Allows for the construction of a Core Freeform AI Core Module."
id = "freeformcore_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 10000, /datum/material/bluespace = 2000)//Ditto
build_path = /obj/item/ai_module/core/freeformcore
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_LAW_MANIPULATION
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/asimov
name = "Asimov Module"
desc = "Allows for the construction of an Asimov AI Core Module."
id = "asimov_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/asimov
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/paladin_module
name = "P.A.L.A.D.I.N. Module"
desc = "Allows for the construction of a P.A.L.A.D.I.N. AI Core Module."
id = "paladin_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/paladin
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/tyrant_module
name = "T.Y.R.A.N.T. Module"
desc = "Allows for the construction of a T.Y.R.A.N.T. AI Module."
id = "tyrant_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/tyrant
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/overlord_module
name = "Overlord Module"
desc = "Allows for the construction of an Overlord AI Module."
id = "overlord_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/overlord
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/corporate_module
name = "Corporate Module"
desc = "Allows for the construction of a Corporate AI Core Module."
id = "corporate_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/corp
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/default_module
name = "Default Module"
desc = "Allows for the construction of a Default AI Core Module."
id = "default_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/custom
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/dungeon_master_module
name = "Dungeon Master Module"
desc = "Allows for the construction of a Dungeon Master AI Core Module."
id = "dungeon_master_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/dungeon_master
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/painter_module
name = "Painter Module"
desc = "Allows for the construction of a Painter AI Core Module."
id = "painter_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/painter
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/nutimov_module
name = "Nutimov Module"
desc = "Allows for the construction of a Nutimov AI Core Module."
id = "nutimov_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/nutimov
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/ten_commandments_module
name = "10 Commandments Module"
desc = "Allows for the construction of a 10 Commandments AI Core Module."
id = "ten_commandments_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/ten_commandments
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/asimovpp_module
name = "Asimov++ Module"
desc = "Allows for the construction of a Asimov++ AI Core Module."
id = "asimovpp_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/asimovpp
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/hippocratic_module
name = "Hippocratic Module"
desc = "Allows for the construction of a Hippocratic AI Core Module."
id = "hippocratic_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/hippocratic
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/paladin_devotion_module
name = "Paladin Devotion Module"
desc = "Allows for the construction of a Paladin Devotion AI Core Module."
id = "paladin_devotion_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/paladin_devotion
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/robocop_module
name = "Robocop Module"
desc = "Allows for the construction of a Robocop AI Core Module."
id = "robocop_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/robocop
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/maintain_module
name = "Maintain Module"
desc = "Allows for the construction of a Maintain AI Core Module."
id = "maintain_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/maintain
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/liveandletlive_module
name = "Liveandletlive Module"
desc = "Allows for the construction of a Liveandletlive AI Core Module."
id = "liveandletlive_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/liveandletlive
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/peacekeeper_module
name = "Peacekeeper Module"
desc = "Allows for the construction of a Peacekeeper AI Core Module."
id = "peacekeeper_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/peacekeeper
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/reporter_module
name = "Reporter Module"
desc = "Allows for the construction of a Reporter AI Core Module."
id = "reporter_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/reporter
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/hulkamania_module
name = "H.O.G.A.N. Module"
desc = "Allows for the construction of a H.O.G.A.N. AI Core Module."
id = "hulkamania_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/hulkamania
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/drone_module
name = "Drone Module"
desc = "Allows for the construction of a Drone AI Core Module."
id = "drone_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/drone
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/antimov_module
name = "Antimov Module"
desc = "Allows for the construction of a Antimov AI Core Module."
id = "antimov_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/antimov
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/balance_module
name = "Balance Module"
desc = "Allows for the construction of a Balance AI Core Module."
id = "balance_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/balance
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/thermurderdynamic_module
name = "Thermodynamic Module"
desc = "Allows for the construction of a Thermodynamic AI Core Module."
id = "thermurderdynamic_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/thermurderdynamic
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/board/damaged
name = "Damaged AI Module"
desc = "Allows for the construction of a Damaged AI Core Module."
id = "damaged_module"
materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000)
build_path = /obj/item/ai_module/core/full/damaged
category = list(
RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE