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* Chefs can now kiss food they make to make it with love. (And a lot of cooking refactoring) * update from master and fix conflicts Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
43 lines
1.2 KiB
Plaintext
43 lines
1.2 KiB
Plaintext
/// Exploration drone unlockables ///
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/datum/supply_pack/exploration
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special = TRUE
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group = "Outsourced"
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/datum/supply_pack/exploration/scrapyard
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name = "Scrapyard Crate"
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desc = "Outsourced crate containing various junk."
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cost = CARGO_CRATE_VALUE * 5
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contains = list(/obj/item/relic,
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/obj/item/broken_bottle,
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/obj/item/pickaxe/rusted)
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crate_name = "scrapyard crate"
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/datum/supply_pack/exploration/catering
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name = "Catering Crate"
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desc = "No cook? No problem! Food quality may vary depending on provider."
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cost = CARGO_CRATE_VALUE * 5
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contains = list(/obj/item/food/sandwich = 5)
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crate_name = "outsourced food crate"
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/datum/supply_pack/exploration/catering/fill(obj/structure/closet/crate/crate)
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. = ..()
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if(!prob(30))
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return
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for(var/obj/item/food/food_item in crate)
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// makes all of our items GROSS
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food_item.name = "spoiled [food_item.name]"
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food_item.AddComponent(/datum/component/edible, foodtypes = GROSS)
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/datum/supply_pack/exploration/shrubbery
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name = "Shrubbery Crate"
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desc = "Crate full of hedge shrubs."
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cost = CARGO_CRATE_VALUE * 5
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crate_name = "shrubbery crate"
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var/shrub_amount = 8
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/datum/supply_pack/exploration/shrubbery/fill(obj/structure/closet/crate/C)
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for(var/i in 1 to shrub_amount)
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new /obj/item/grown/shrub(C)
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