diff --git a/code/__defines/materials.dm b/code/__defines/materials.dm
index ec665c37dd..38a84e7169 100644
--- a/code/__defines/materials.dm
+++ b/code/__defines/materials.dm
@@ -1,6 +1,3 @@
-#define DEFAULT_TABLE_MATERIAL "plastic"
-#define DEFAULT_WALL_MATERIAL "steel"
-
#define MAT_IRON "iron"
#define MAT_MARBLE "marble"
#define MAT_STEEL "steel"
@@ -47,6 +44,9 @@
#define MAT_BOROSILICATE "borosilicate glass"
#define MAT_SANDSTONE "sandstone"
+#define DEFAULT_TABLE_MATERIAL MAT_PLASTIC
+#define DEFAULT_WALL_MATERIAL MAT_STEEL
+
#define SHARD_SHARD "shard"
#define SHARD_SHRAPNEL "shrapnel"
#define SHARD_STONE_PIECE "piece"
diff --git a/code/datums/autolathe/arms.dm b/code/datums/autolathe/arms.dm
index b2bb0c98b7..951474062a 100644
--- a/code/datums/autolathe/arms.dm
+++ b/code/datums/autolathe/arms.dm
@@ -74,13 +74,13 @@
name = "pistol magazine (.45 armor piercing)"
path =/obj/item/ammo_magazine/m45/ap
hidden = 1
- resources = list(DEFAULT_WALL_MATERIAL = 500, MAT_PLASTEEL = 300)
+ resources = list(MAT_STEEL = 500, MAT_PLASTEEL = 300)
/datum/category_item/autolathe/arms/pistol_45hp
name = "pistol magazine (.45 hollowpoint)"
path =/obj/item/ammo_magazine/m45/hp
hidden = 1
- resources = list(DEFAULT_WALL_MATERIAL = 500, MAT_PLASTIC = 200)
+ resources = list(MAT_STEEL = 500, MAT_PLASTIC = 200)
/datum/category_item/autolathe/arms/pistol_45uzi
name = "uzi magazine (.45)"
diff --git a/code/datums/autolathe/devices.dm b/code/datums/autolathe/devices.dm
index eed4839159..1196df5342 100644
--- a/code/datums/autolathe/devices.dm
+++ b/code/datums/autolathe/devices.dm
@@ -30,7 +30,7 @@
name = "barbed wire"
path = /obj/item/weapon/material/barbedwire
hidden = 1
- resources = list(DEFAULT_WALL_MATERIAL = 10000)
+ resources = list(MAT_STEEL = 10000)
/datum/category_item/autolathe/devices/electropack
name = "electropack"
diff --git a/code/datums/autolathe/general.dm b/code/datums/autolathe/general.dm
index 4be460a17d..d664e9fa19 100644
--- a/code/datums/autolathe/general.dm
+++ b/code/datums/autolathe/general.dm
@@ -122,7 +122,7 @@
/datum/category_item/autolathe/general/idcard
name = "ID Card"
path = /obj/item/weapon/card/id
- resources = list(DEFAULT_WALL_MATERIAL = 100, MAT_GLASS = 100, MAT_PLASTIC = 300)
+ resources = list(MAT_STEEL = 100, MAT_GLASS = 100, MAT_PLASTIC = 300)
man_rating = 2
/datum/category_item/autolathe/general/handcuffs
diff --git a/code/datums/autolathe/tools.dm b/code/datums/autolathe/tools.dm
index 9b88a496fa..be182c0713 100644
--- a/code/datums/autolathe/tools.dm
+++ b/code/datums/autolathe/tools.dm
@@ -56,6 +56,6 @@
/datum/category_item/autolathe/tools/spraynozzle
name = "spray nozzle"
path = /obj/item/weapon/reagent_containers/spray
- resources = list(MAT_PLASTIC = 5000, DEFAULT_WALL_MATERIAL = 2000)
+ resources = list(MAT_PLASTIC = 5000, MAT_STEEL = 2000)
hidden = 1
man_rating = 2
diff --git a/code/defines/obj/weapon.dm b/code/defines/obj/weapon.dm
index 5e4692557b..da096d8fca 100644
--- a/code/defines/obj/weapon.dm
+++ b/code/defines/obj/weapon.dm
@@ -131,7 +131,7 @@
item_state = "radio"
throw_speed = 4
throw_range = 20
- matter = list("metal" = 100
+ matter = list(MAT_STEEL = 100)
origin_tech = list(TECH_MAGNET = 2, TECH_ILLEGAL = 3)*/
/obj/item/weapon/SWF_uplink
@@ -150,7 +150,7 @@
w_class = ITEMSIZE_SMALL
throw_speed = 4
throw_range = 20
- matter = list(DEFAULT_WALL_MATERIAL = 100)
+ matter = list(MAT_STEEL = 100)
origin_tech = list(TECH_MAGNET = 1)
drop_sound = 'sound/items/drop/device.ogg'
pickup_sound = 'sound/items/pickup/device.ogg'
@@ -215,7 +215,7 @@
icon_state = "power_mod"
item_state = "std_mod"
desc = "Heavy-duty switching circuits for power control."
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/module/id_auth
name = "\improper ID authentication module"
@@ -384,14 +384,14 @@
desc = "Used in the construction of computers and other devices with a interactive console."
icon_state = "screen"
origin_tech = list(TECH_MATERIAL = 1)
- matter = list("glass" = 200)
+ matter = list(MAT_GLASS = 200)
/obj/item/weapon/stock_parts/capacitor
name = "capacitor"
desc = "A basic capacitor used in the construction of a variety of devices."
icon_state = "capacitor"
origin_tech = list(TECH_POWER = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50)
+ matter = list(MAT_STEEL = 50,MAT_GLASS = 50)
var/charge = 0
var/max_charge = 1000
@@ -416,28 +416,28 @@
desc = "A compact, high resolution scanning module used in the construction of certain devices."
icon_state = "scan_module"
origin_tech = list(TECH_MAGNET = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
+ matter = list(MAT_STEEL = 50,MAT_GLASS = 20)
/obj/item/weapon/stock_parts/manipulator
name = "micro-manipulator"
desc = "A tiny little manipulator used in the construction of certain devices."
icon_state = "micro_mani"
origin_tech = list(TECH_MATERIAL = 1, TECH_DATA = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 30)
+ matter = list(MAT_STEEL = 30)
/obj/item/weapon/stock_parts/micro_laser
name = "micro-laser"
desc = "A tiny laser used in certain devices."
icon_state = "micro_laser"
origin_tech = list(TECH_MAGNET = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20)
+ matter = list(MAT_STEEL = 10,MAT_GLASS = 20)
/obj/item/weapon/stock_parts/matter_bin
name = "matter bin"
desc = "A container for hold compressed matter awaiting re-construction."
icon_state = "matter_bin"
origin_tech = list(TECH_MATERIAL = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 80)
+ matter = list(MAT_STEEL = 80)
//Rank 2
@@ -447,7 +447,7 @@
icon_state = "capacitor_adv"
origin_tech = list(TECH_POWER = 3)
rating = 2
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50)
+ matter = list(MAT_STEEL = 50,MAT_GLASS = 50)
/obj/item/weapon/stock_parts/scanning_module/adv
name = "advanced scanning module"
@@ -455,7 +455,7 @@
icon_state = "scan_module_adv"
origin_tech = list(TECH_MAGNET = 3)
rating = 2
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
+ matter = list(MAT_STEEL = 50,MAT_GLASS = 20)
/obj/item/weapon/stock_parts/manipulator/nano
name = "nano-manipulator"
@@ -463,7 +463,7 @@
icon_state = "nano_mani"
origin_tech = list(TECH_MATERIAL = 3, TECH_DATA = 2)
rating = 2
- matter = list(DEFAULT_WALL_MATERIAL = 30)
+ matter = list(MAT_STEEL = 30)
/obj/item/weapon/stock_parts/micro_laser/high
name = "high-power micro-laser"
@@ -471,7 +471,7 @@
icon_state = "high_micro_laser"
origin_tech = list(TECH_MAGNET = 3)
rating = 2
- matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20)
+ matter = list(MAT_STEEL = 10,MAT_GLASS = 20)
/obj/item/weapon/stock_parts/matter_bin/adv
name = "advanced matter bin"
@@ -479,7 +479,7 @@
icon_state = "advanced_matter_bin"
origin_tech = list(TECH_MATERIAL = 3)
rating = 2
- matter = list(DEFAULT_WALL_MATERIAL = 80)
+ matter = list(MAT_STEEL = 80)
//Rating 3
@@ -489,7 +489,7 @@
icon_state = "capacitor_super"
origin_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4)
rating = 3
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50)
+ matter = list(MAT_STEEL = 50,MAT_GLASS = 50)
/obj/item/weapon/stock_parts/scanning_module/phasic
name = "phasic scanning module"
@@ -497,7 +497,7 @@
icon_state = "scan_module_phasic"
origin_tech = list(TECH_MAGNET = 5)
rating = 3
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
+ matter = list(MAT_STEEL = 50,MAT_GLASS = 20)
/obj/item/weapon/stock_parts/manipulator/pico
name = "pico-manipulator"
@@ -505,7 +505,7 @@
icon_state = "pico_mani"
origin_tech = list(TECH_MATERIAL = 5, TECH_DATA = 2)
rating = 3
- matter = list(DEFAULT_WALL_MATERIAL = 30)
+ matter = list(MAT_STEEL = 30)
/obj/item/weapon/stock_parts/micro_laser/ultra
name = "ultra-high-power micro-laser"
@@ -513,7 +513,7 @@
desc = "A tiny laser used in certain devices."
origin_tech = list(TECH_MAGNET = 5)
rating = 3
- matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20)
+ matter = list(MAT_STEEL = 10,MAT_GLASS = 20)
/obj/item/weapon/stock_parts/matter_bin/super
name = "super matter bin"
@@ -521,7 +521,7 @@
icon_state = "super_matter_bin"
origin_tech = list(TECH_MATERIAL = 5)
rating = 3
- matter = list(DEFAULT_WALL_MATERIAL = 80)
+ matter = list(MAT_STEEL = 80)
// Rating 4 - Anomaly
@@ -531,7 +531,7 @@
icon_state = "capacitor_hyper"
origin_tech = list(TECH_POWER = 6, TECH_MATERIAL = 5, TECH_BLUESPACE = 1, TECH_ARCANE = 1)
rating = 4
- matter = list(DEFAULT_WALL_MATERIAL = 80, MAT_GLASS = 40)
+ matter = list(MAT_STEEL = 80, MAT_GLASS = 40)
/obj/item/weapon/stock_parts/scanning_module/hyper
name = "quantum scanning module"
@@ -539,7 +539,7 @@
icon_state = "scan_module_hyper"
origin_tech = list(TECH_MAGNET = 6, TECH_BLUESPACE = 1, TECH_ARCANE = 1)
rating = 4
- matter = list(DEFAULT_WALL_MATERIAL = 100,"glass" = 40)
+ matter = list(MAT_STEEL = 100,MAT_GLASS = 40)
/obj/item/weapon/stock_parts/manipulator/hyper
name = "planck-manipulator"
@@ -547,7 +547,7 @@
icon_state = "hyper_mani"
origin_tech = list(TECH_MATERIAL = 6, TECH_DATA = 3, TECH_ARCANE = 1)
rating = 4
- matter = list(DEFAULT_WALL_MATERIAL = 30)
+ matter = list(MAT_STEEL = 30)
/obj/item/weapon/stock_parts/micro_laser/hyper
name = "hyper-power micro-laser"
@@ -555,7 +555,7 @@
desc = "A tiny laser used in certain devices."
origin_tech = list(TECH_MAGNET = 6, TECH_ARCANE = 1)
rating = 4
- matter = list(DEFAULT_WALL_MATERIAL = 30, MAT_GLASS = 40)
+ matter = list(MAT_STEEL = 30, MAT_GLASS = 40)
/obj/item/weapon/stock_parts/matter_bin/hyper
name = "hyper matter bin"
@@ -563,7 +563,7 @@
icon_state = "hyper_matter_bin"
origin_tech = list(TECH_MATERIAL = 6, TECH_ARCANE = 1)
rating = 4
- matter = list(DEFAULT_WALL_MATERIAL = 100)
+ matter = list(MAT_STEEL = 100)
// Rating 5 - Precursor
@@ -573,7 +573,7 @@
icon_state = "capacitor_omni"
origin_tech = list(TECH_POWER = 7, TECH_MATERIAL = 6, TECH_BLUESPACE = 3, TECH_PRECURSOR = 1)
rating = 5
- matter = list(DEFAULT_WALL_MATERIAL = 80, MAT_GLASS = 40)
+ matter = list(MAT_STEEL = 80, MAT_GLASS = 40)
/obj/item/weapon/stock_parts/scanning_module/omni
name = "omni-scanning module"
@@ -581,7 +581,7 @@
icon_state = "scan_module_omni"
origin_tech = list(TECH_MAGNET = 7, TECH_BLUESPACE = 3, TECH_PRECURSOR = 1)
rating = 5
- matter = list(DEFAULT_WALL_MATERIAL = 100,"glass" = 40)
+ matter = list(MAT_STEEL = 100,MAT_GLASS = 40)
/obj/item/weapon/stock_parts/manipulator/omni
name = "omni-manipulator"
@@ -589,7 +589,7 @@
icon_state = "omni_mani"
origin_tech = list(TECH_MATERIAL = 7, TECH_DATA = 4, TECH_PRECURSOR = 1)
rating = 5
- matter = list(DEFAULT_WALL_MATERIAL = 30)
+ matter = list(MAT_STEEL = 30)
/obj/item/weapon/stock_parts/micro_laser/omni
name = "omni-power micro-laser"
@@ -597,7 +597,7 @@
desc = "A strange laser used in certain devices."
origin_tech = list(TECH_MAGNET = 7, TECH_PRECURSOR = 1)
rating = 5
- matter = list(DEFAULT_WALL_MATERIAL = 30, MAT_GLASS = 40)
+ matter = list(MAT_STEEL = 30, MAT_GLASS = 40)
/obj/item/weapon/stock_parts/matter_bin/omni
name = "omni-matter bin"
@@ -605,7 +605,7 @@
icon_state = "omni_matter_bin"
origin_tech = list(TECH_MATERIAL = 7, TECH_PRECURSOR = 1)
rating = 5
- matter = list(DEFAULT_WALL_MATERIAL = 100)
+ matter = list(MAT_STEEL = 100)
// Subspace stock parts
@@ -615,49 +615,49 @@
icon_state = "subspace_ansible"
desc = "A compact module capable of sensing extradimensional activity."
origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 5 ,TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
+ matter = list(MAT_STEEL = 30,MAT_GLASS = 10)
/obj/item/weapon/stock_parts/subspace/sub_filter
name = "hyperwave filter"
icon_state = "hyperwave_filter"
desc = "A tiny device capable of filtering and converting super-intense radiowaves."
origin_tech = list(TECH_DATA = 4, TECH_MAGNET = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
+ matter = list(MAT_STEEL = 30,MAT_GLASS = 10)
/obj/item/weapon/stock_parts/subspace/amplifier
name = "subspace amplifier"
icon_state = "subspace_amplifier"
desc = "A compact micro-machine capable of amplifying weak subspace transmissions."
origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
+ matter = list(MAT_STEEL = 30,MAT_GLASS = 10)
/obj/item/weapon/stock_parts/subspace/treatment
name = "subspace treatment disk"
icon_state = "treatment_disk"
desc = "A compact micro-machine capable of stretching out hyper-compressed radio waves."
origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 2, TECH_MATERIAL = 5, TECH_BLUESPACE = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
+ matter = list(MAT_STEEL = 30,MAT_GLASS = 10)
/obj/item/weapon/stock_parts/subspace/analyzer
name = "subspace wavelength analyzer"
icon_state = "wavelength_analyzer"
desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths."
origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
+ matter = list(MAT_STEEL = 30,MAT_GLASS = 10)
/obj/item/weapon/stock_parts/subspace/crystal
name = "ansible crystal"
icon_state = "ansible_crystal"
desc = "A crystal made from pure glass used to transmit laser databursts to subspace."
origin_tech = list(TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
- matter = list("glass" = 50)
+ matter = list(MAT_GLASS = 50)
/obj/item/weapon/stock_parts/subspace/transmitter
name = "subspace transmitter"
icon_state = "subspace_transmitter"
desc = "A large piece of equipment used to open a window into the subspace dimension."
origin_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5, TECH_BLUESPACE = 3)
- matter = list(DEFAULT_WALL_MATERIAL = 50)
+ matter = list(MAT_STEEL = 50)
/obj/item/weapon/ectoplasm
name = "ectoplasm"
@@ -681,7 +681,7 @@
icon = 'icons/obj/stock_parts.dmi'
icon_state = "gear"
origin_tech = list(TECH_ENGINEERING = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 50)
+ matter = list(MAT_STEEL = 50)
/obj/item/weapon/stock_parts/motor
name = "motor"
@@ -689,7 +689,7 @@
icon = 'icons/obj/stock_parts.dmi'
icon_state = "motor"
origin_tech = list(TECH_ENGINEERING = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 60, "glass" = 10)
+ matter = list(MAT_STEEL = 60, MAT_GLASS = 10)
/obj/item/weapon/stock_parts/spring
name = "spring"
@@ -697,4 +697,4 @@
icon = 'icons/obj/stock_parts.dmi'
icon_state = "spring"
origin_tech = list(TECH_ENGINEERING = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 40)
+ matter = list(MAT_STEEL = 40)
diff --git a/code/game/gamemodes/nuclear/pinpointer.dm b/code/game/gamemodes/nuclear/pinpointer.dm
index 22cf1f7290..aec6442f8d 100644
--- a/code/game/gamemodes/nuclear/pinpointer.dm
+++ b/code/game/gamemodes/nuclear/pinpointer.dm
@@ -7,7 +7,7 @@
item_state = "electronic"
throw_speed = 4
throw_range = 20
- matter = list(DEFAULT_WALL_MATERIAL = 500)
+ matter = list(MAT_STEEL = 500)
preserve_item = 1
var/obj/item/weapon/disk/nuclear/the_disk = null
var/active = 0
diff --git a/code/game/gamemodes/objective.dm b/code/game/gamemodes/objective.dm
index 326824ca77..2fb5c8aaf0 100644
--- a/code/game/gamemodes/objective.dm
+++ b/code/game/gamemodes/objective.dm
@@ -728,28 +728,28 @@ var/global/list/all_objectives = list()
/datum/objective/heist/salvage/choose_target()
switch(rand(1,8))
if(1)
- target = DEFAULT_WALL_MATERIAL
+ target = MAT_STEEL
target_amount = 300
if(2)
- target = "glass"
+ target = MAT_GLASS
target_amount = 200
if(3)
- target = "plasteel"
+ target = MAT_PLASTEEL
target_amount = 100
if(4)
- target = "phoron"
+ target = MAT_PHORON
target_amount = 100
if(5)
- target = "silver"
+ target = MAT_SILVER
target_amount = 50
if(6)
- target = "gold"
+ target = MAT_GOLD
target_amount = 20
if(7)
- target = "uranium"
+ target = MAT_URANIUM
target_amount = 20
if(8)
- target = "diamond"
+ target = MAT_DIAMOND
target_amount = 20
explanation_text = "Ransack the station and escape with [target_amount] [target]."
diff --git a/code/game/machinery/bioprinter.dm b/code/game/machinery/bioprinter.dm
index 5081a1b56e..fe2c027eb1 100644
--- a/code/game/machinery/bioprinter.dm
+++ b/code/game/machinery/bioprinter.dm
@@ -335,7 +335,7 @@
circuit = /obj/item/weapon/circuitboard/roboprinter
var/matter_amount_per_sheet = 10
- var/matter_type = DEFAULT_WALL_MATERIAL
+ var/matter_type = MAT_STEEL
/obj/machinery/organ_printer/robot/full/New()
. = ..()
diff --git a/code/game/machinery/camera/camera_assembly.dm b/code/game/machinery/camera/camera_assembly.dm
index 5cec5a5b42..d8facf1726 100644
--- a/code/game/machinery/camera/camera_assembly.dm
+++ b/code/game/machinery/camera/camera_assembly.dm
@@ -6,7 +6,7 @@
w_class = ITEMSIZE_SMALL
anchored = 0
- matter = list(DEFAULT_WALL_MATERIAL = 700,"glass" = 300)
+ matter = list(MAT_STEEL = 700,MAT_GLASS = 300)
// Motion, EMP-Proof, X-Ray
var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/material/osmium, /obj/item/weapon/stock_parts/scanning_module)
diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm
index 610879f327..299105b2c7 100644
--- a/code/game/machinery/doors/airlock.dm
+++ b/code/game/machinery/doors/airlock.dm
@@ -115,7 +115,7 @@
/obj/machinery/door/airlock/get_material()
if(mineral)
return get_material_by_name(mineral)
- return get_material_by_name(DEFAULT_WALL_MATERIAL)
+ return get_material_by_name(MAT_STEEL)
/obj/machinery/door/airlock/command
name = "Command Airlock"
@@ -954,7 +954,7 @@ About the new airlock wires panel:
if (src.isElectrified())
if (istype(mover, /obj/item))
var/obj/item/i = mover
- if (i.matter && (DEFAULT_WALL_MATERIAL in i.matter) && i.matter[DEFAULT_WALL_MATERIAL] > 0)
+ if (i.matter && (MAT_STEEL in i.matter) && i.matter[MAT_STEEL] > 0)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
diff --git a/code/game/machinery/doors/airlock_electronics.dm b/code/game/machinery/doors/airlock_electronics.dm
index 4393417e26..3d401fa0fb 100644
--- a/code/game/machinery/doors/airlock_electronics.dm
+++ b/code/game/machinery/doors/airlock_electronics.dm
@@ -4,7 +4,7 @@
icon_state = "door_electronics"
w_class = ITEMSIZE_SMALL //It should be tiny! -Agouri
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50)
+ matter = list(MAT_STEEL = 50,MAT_GLASS = 50)
req_one_access = list(access_engine, access_talon) // Access to unlock the device, ignored if emagged //VOREStation Edit - Add talon
var/list/apply_any_access = list(access_engine) // Can apply any access, not just their own
diff --git a/code/game/machinery/doors/firedoor.dm b/code/game/machinery/doors/firedoor.dm
index 1363148331..5b51e90c82 100644
--- a/code/game/machinery/doors/firedoor.dm
+++ b/code/game/machinery/doors/firedoor.dm
@@ -78,7 +78,7 @@
. = ..()
/obj/machinery/door/firedoor/get_material()
- return get_material_by_name(DEFAULT_WALL_MATERIAL)
+ return get_material_by_name(MAT_STEEL)
/obj/machinery/door/firedoor/examine(mob/user)
. = ..()
diff --git a/code/game/machinery/fire_alarm.dm b/code/game/machinery/fire_alarm.dm
index 6c5e6400d4..4f976ab64a 100644
--- a/code/game/machinery/fire_alarm.dm
+++ b/code/game/machinery/fire_alarm.dm
@@ -187,7 +187,7 @@ Just a object used in constructing fire alarms
icon_state = "door_electronics"
desc = "A circuit. It has a label on it, it says \"Can handle heat levels up to 40 degrees celsius!\""
w_class = ITEMSIZE_SMALL
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
*/
/obj/machinery/partyalarm
name = "\improper PARTY BUTTON"
diff --git a/code/game/machinery/floor_light.dm b/code/game/machinery/floor_light.dm
index b1211f1fd2..1bcb90a596 100644
--- a/code/game/machinery/floor_light.dm
+++ b/code/game/machinery/floor_light.dm
@@ -11,7 +11,7 @@ var/list/floor_light_cache = list()
idle_power_usage = 2
active_power_usage = 20
power_channel = LIGHT
- matter = list(DEFAULT_WALL_MATERIAL = 2500, "glass" = 2750)
+ matter = list(MAT_STEEL = 2500, MAT_GLASS = 2750)
var/on
var/damaged
diff --git a/code/game/machinery/partslathe_vr.dm b/code/game/machinery/partslathe_vr.dm
index c5ddcff900..733486b5de 100644
--- a/code/game/machinery/partslathe_vr.dm
+++ b/code/game/machinery/partslathe_vr.dm
@@ -28,8 +28,8 @@
active_power_usage = 5000
// Amount of materials we can store total
- var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0)
- var/list/storage_capacity = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0)
+ var/list/materials = list(MAT_STEEL = 0, MAT_GLASS = 0)
+ var/list/storage_capacity = list(MAT_STEEL = 0, MAT_GLASS = 0)
var/obj/item/weapon/circuitboard/copy_board // Inserted board
@@ -61,7 +61,7 @@
var/mb_rating = 0
for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
mb_rating += M.rating
- storage_capacity[DEFAULT_WALL_MATERIAL] = mb_rating * 16000
+ storage_capacity[MAT_STEEL] = mb_rating * 16000
storage_capacity["glass"] = mb_rating * 8000
var/T = 0
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
@@ -209,7 +209,7 @@
material = lowertext(material)
var/mattype
switch(material)
- if(DEFAULT_WALL_MATERIAL)
+ if(MAT_STEEL)
mattype = /obj/item/stack/material/steel
if("glass")
mattype = /obj/item/stack/material/glass
diff --git a/code/game/machinery/pipe/pipelayer.dm b/code/game/machinery/pipe/pipelayer.dm
index a7bc69794b..9e0d3702eb 100644
--- a/code/game/machinery/pipe/pipelayer.dm
+++ b/code/game/machinery/pipe/pipelayer.dm
@@ -62,8 +62,8 @@
var/answer = tgui_alert(user, "Do you want to eject all the metal in \the [src]?", "Eject?", list("Yes","No"))
if(answer == "Yes")
var/amount_ejected = eject_metal()
- user.visible_message("[user] removes [amount_ejected] sheet\s of [DEFAULT_WALL_MATERIAL] from the \the [src].",
- "You remove [amount_ejected] sheet\s of [DEFAULT_WALL_MATERIAL] from \the [src].")
+ user.visible_message("[user] removes [amount_ejected] sheet\s of [MAT_STEEL] from the \the [src].",
+ "You remove [amount_ejected] sheet\s of [MAT_STEEL] from \the [src].")
return
if(!metal && !on)
to_chat(user, "\The [src] doesn't work without metal.")
@@ -92,8 +92,8 @@
return
if(istype(W, /obj/item/pipe))
// NOTE - We must check for matter, otherwise the (free) pipe dispenser can be used to get infinite steel.
- if(!W.matter || W.matter[DEFAULT_WALL_MATERIAL] < pipe_cost * SHEET_MATERIAL_AMOUNT)
- to_chat(user, "\The [W] doesn't contain enough [DEFAULT_WALL_MATERIAL] to recycle.")
+ if(!W.matter || W.matter[MAT_STEEL] < pipe_cost * SHEET_MATERIAL_AMOUNT)
+ to_chat(user, "\The [W] doesn't contain enough [MAT_STEEL] to recycle.")
else if(metal + pipe_cost > max_metal)
to_chat(user, "\The [src] is full.")
else
@@ -102,7 +102,7 @@
to_chat(user, "You recycle \the [W].")
qdel(W)
return
- if(istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL)
+ if(istype(W, /obj/item/stack/material) && W.get_material_name() == MAT_STEEL)
var/result = load_metal(W)
if(isnull(result))
to_chat(user, "Unable to load [W] - no metal found.")
@@ -145,7 +145,7 @@
/obj/machinery/pipelayer/proc/eject_metal()
var/amount_ejected = 0
while (metal >= 1)
- var/datum/material/M = get_material_by_name(DEFAULT_WALL_MATERIAL)
+ var/datum/material/M = get_material_by_name(MAT_STEEL)
var/obj/item/stack/material/S = new M.stack_type(get_turf(src))
S.amount = min(metal, S.max_amount)
metal -= S.amount
@@ -177,7 +177,7 @@
var/obj/item/pipe/P = new pi_type(w_turf, p_type, p_dir)
P.setPipingLayer(p_layer)
// We used metal to make these, so should be reclaimable!
- P.matter = list(DEFAULT_WALL_MATERIAL = pipe_cost * SHEET_MATERIAL_AMOUNT)
+ P.matter = list(MAT_STEEL = pipe_cost * SHEET_MATERIAL_AMOUNT)
P.attackby(W , src)
return 1
diff --git a/code/game/machinery/portable_turret.dm b/code/game/machinery/portable_turret.dm
index c344a5e881..5bf026c234 100644
--- a/code/game/machinery/portable_turret.dm
+++ b/code/game/machinery/portable_turret.dm
@@ -959,7 +959,7 @@
return
if(1)
- if(istype(I, /obj/item/stack/material) && I.get_material_name() == DEFAULT_WALL_MATERIAL)
+ if(istype(I, /obj/item/stack/material) && I.get_material_name() == MAT_STEEL)
var/obj/item/stack/M = I
if(M.use(2))
to_chat(user, "You add some metal armor to the interior frame.")
@@ -1045,7 +1045,7 @@
//attack_hand() removes the prox sensor
if(6)
- if(istype(I, /obj/item/stack/material) && I.get_material_name() == DEFAULT_WALL_MATERIAL)
+ if(istype(I, /obj/item/stack/material) && I.get_material_name() == MAT_STEEL)
var/obj/item/stack/M = I
if(M.use(2))
to_chat(user, "You add some metal armor to the exterior frame.")
diff --git a/code/game/machinery/robot_fabricator.dm b/code/game/machinery/robot_fabricator.dm
index 109e17d6a1..43c281e42e 100644
--- a/code/game/machinery/robot_fabricator.dm
+++ b/code/game/machinery/robot_fabricator.dm
@@ -12,7 +12,7 @@
active_power_usage = 10000
/obj/machinery/robotic_fabricator/attackby(var/obj/item/O as obj, var/mob/user as mob)
- if(istype(O, /obj/item/stack/material) && O.get_material_name() == DEFAULT_WALL_MATERIAL)
+ if(istype(O, /obj/item/stack/material) && O.get_material_name() == MAT_STEEL)
var/obj/item/stack/M = O
if(metal_amount < 150000.0)
var/count = 0
@@ -22,7 +22,7 @@
if(!M.get_amount())
return
while(metal_amount < 150000 && M.amount)
- metal_amount += O.matter[DEFAULT_WALL_MATERIAL] /*O:height * O:width * O:length * 100000.0*/
+ metal_amount += O.matter[MAT_STEEL] /*O:height * O:width * O:length * 100000.0*/
M.use(1)
count++
diff --git a/code/game/mecha/mech_fabricator.dm b/code/game/mecha/mech_fabricator.dm
index 9452d4ddcc..34e20c2bf0 100644
--- a/code/game/mecha/mech_fabricator.dm
+++ b/code/game/mecha/mech_fabricator.dm
@@ -35,19 +35,19 @@
var/loading_icon_state = "mechfab-idle"
var/list/materials = list(
- DEFAULT_WALL_MATERIAL = 0,
- "glass" = 0,
- "plastic" = 0,
+ MAT_STEEL = 0,
+ MAT_GLASS = 0,
+ MAT_PLASTIC = 0,
MAT_GRAPHITE = 0,
MAT_PLASTEEL = 0,
- "gold" = 0,
- "silver" = 0,
+ MAT_GOLD = 0,
+ MAT_SILVER = 0,
MAT_LEAD = 0,
- "osmium" = 0,
- "diamond" = 0,
+ MAT_OSMIUM = 0,
+ MAT_DIAMOND = 0,
MAT_DURASTEEL = 0,
- "phoron" = 0,
- "uranium" = 0,
+ MAT_PHORON = 0,
+ MAT_URANIUM = 0,
MAT_VERDANTIUM = 0,
MAT_MORPHIUM = 0,
MAT_METALHYDROGEN = 0,
diff --git a/code/game/mecha/mech_prosthetics.dm b/code/game/mecha/mech_prosthetics.dm
index f6695037b3..12f75f1c96 100644
--- a/code/game/mecha/mech_prosthetics.dm
+++ b/code/game/mecha/mech_prosthetics.dm
@@ -19,19 +19,19 @@
loading_icon_state = "prosfab_loading"
materials = list(
- DEFAULT_WALL_MATERIAL = 0,
- "glass" = 0,
- "plastic" = 0,
+ MAT_STEEL = 0,
+ MAT_GLASS = 0,
+ MAT_PLASTIC = 0,
MAT_GRAPHITE = 0,
MAT_PLASTEEL = 0,
- "gold" = 0,
- "silver" = 0,
+ MAT_GLASS = 0,
+ MAT_SILVER = 0,
MAT_LEAD = 0,
- "osmium" = 0,
- "diamond" = 0,
+ MAT_OSMIUM = 0,
+ MAT_DIAMOND = 0,
MAT_DURASTEEL = 0,
- "phoron" = 0,
- "uranium" = 0,
+ MAT_PHORON = 0,
+ MAT_URANIUM = 0,
MAT_VERDANTIUM = 0,
MAT_MORPHIUM = 0)
res_max_amount = 200000
diff --git a/code/game/mecha/mecha_parts.dm b/code/game/mecha/mecha_parts.dm
index e24bd04460..4be3c27d48 100644
--- a/code/game/mecha/mecha_parts.dm
+++ b/code/game/mecha/mecha_parts.dm
@@ -211,42 +211,42 @@
name="Phazon Torso"
icon_state = "phazon_harness"
//construction_time = 300
- //construction_cost = list(DEFAULT_WALL_MATERIAL=35000,"glass"=10000,"phoron"=20000)
+ //construction_cost = list(MAT_STEEL=35000,"glass"=10000,"phoron"=20000)
origin_tech = list(TECH_DATA = 5, TECH_MATERIAL = 7, TECH_BLUESPACE = 6, TECH_POWER = 6)
/obj/item/mecha_parts/part/phazon_head
name="Phazon Head"
icon_state = "phazon_head"
//construction_time = 200
- //construction_cost = list(DEFAULT_WALL_MATERIAL=15000,"glass"=5000,"phoron"=10000)
+ //construction_cost = list(MAT_STEEL=15000,"glass"=5000,"phoron"=10000)
origin_tech = list(TECH_DATA = 4, TECH_MATERIAL = 5, TECH_MAGNET = 6)
/obj/item/mecha_parts/part/phazon_left_arm
name="Phazon Left Arm"
icon_state = "phazon_l_arm"
//construction_time = 200
- //construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000)
+ //construction_cost = list(MAT_STEEL=20000,"phoron"=10000)
origin_tech = list(TECH_MATERIAL = 5, TECH_BLUESPACE = 2, TECH_MAGNET = 2)
/obj/item/mecha_parts/part/phazon_right_arm
name="Phazon Right Arm"
icon_state = "phazon_r_arm"
//construction_time = 200
- //construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000)
+ //construction_cost = list(MAT_STEEL=20000,"phoron"=10000)
origin_tech = list(TECH_MATERIAL = 5, TECH_BLUESPACE = 2, TECH_MAGNET = 2)
/obj/item/mecha_parts/part/phazon_left_leg
name="Phazon Left Leg"
icon_state = "phazon_l_leg"
//construction_time = 200
- //construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000)
+ //construction_cost = list(MAT_STEEL=20000,"phoron"=10000)
origin_tech = list(TECH_MATERIAL = 5, TECH_BLUESPACE = 3, TECH_MAGNET = 3)
/obj/item/mecha_parts/part/phazon_right_leg
name="Phazon Right Leg"
icon_state = "phazon_r_leg"
//construction_time = 200
- //construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000)
+ //construction_cost = list(MAT_STEEL=20000,"phoron"=10000)
origin_tech = list(TECH_MATERIAL = 5, TECH_BLUESPACE = 3, TECH_MAGNET = 3)
///////// Odysseus
@@ -299,7 +299,7 @@
icon_state = "odysseus_armour"
origin_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3)
construction_time = 200
- construction_cost = list(DEFAULT_WALL_MATERIAL=15000)*/
+ construction_cost = list(MAT_STEEL=15000)*/
////////// Janus
diff --git a/code/game/mecha/micro/mechfab_designs_vr.dm b/code/game/mecha/micro/mechfab_designs_vr.dm
index 4ef7fa76e3..9542f758f4 100644
--- a/code/game/mecha/micro/mechfab_designs_vr.dm
+++ b/code/game/mecha/micro/mechfab_designs_vr.dm
@@ -8,52 +8,52 @@
id = "gopher_chassis"
build_path = /obj/item/mecha_parts/micro/chassis/gopher
time = 3
- materials = list(DEFAULT_WALL_MATERIAL = 7000)
+ materials = list(MAT_STEEL = 7000)
/datum/design/item/mechfab/gopher/torso
name = "Gopher Torso"
id = "gopher_torso"
build_path = /obj/item/mecha_parts/micro/part/gopher_torso
- materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 5250)
+ materials = list(MAT_STEEL = 15000, MAT_GLASS = 5250)
/datum/design/item/mechfab/gopher/left_arm
name = "Gopher Left Arm"
id = "gopher_left_arm"
build_path = /obj/item/mecha_parts/micro/part/gopher_left_arm
- materials = list(DEFAULT_WALL_MATERIAL = 8750)
+ materials = list(MAT_STEEL = 8750)
/datum/design/item/mechfab/gopher/right_arm
name = "Gopher Right Arm"
id = "gopher_right_arm"
build_path = /obj/item/mecha_parts/micro/part/gopher_right_arm
- materials = list(DEFAULT_WALL_MATERIAL = 8750)
+ materials = list(MAT_STEEL = 8750)
/datum/design/item/mechfab/gopher/left_leg
name = "Gopher Left Leg"
id = "gopher_left_leg"
build_path = /obj/item/mecha_parts/micro/part/gopher_left_leg
- materials = list(DEFAULT_WALL_MATERIAL = 12500)
+ materials = list(MAT_STEEL = 12500)
/datum/design/item/mechfab/gopher/right_leg
name = "Gopher Right Leg"
id = "gopher_right_leg"
build_path = /obj/item/mecha_parts/micro/part/gopher_right_leg
- materials = list(DEFAULT_WALL_MATERIAL = 12500)
+ materials = list(MAT_STEEL = 12500)
/datum/design/item/mecha/drill/micro
name = "Micro Drill" //CHOMPedit
id = "micro_drill"
build_path = /obj/item/mecha_parts/mecha_equipment/tool/drill/micro
time = 5
- materials = list(DEFAULT_WALL_MATERIAL = 2500)
+ materials = list(MAT_STEEL = 2500)
/datum/design/item/mecha/hydraulic_clamp/micro
name = "Mounted micro ore box" //CHOMPedit
id = "ore_scoop"
build_path = /obj/item/mecha_parts/mecha_equipment/tool/micro/orescoop
time = 5
- materials = list(DEFAULT_WALL_MATERIAL = 2500)
+ materials = list(MAT_STEEL = 2500)
/datum/design/item/mechfab/polecat
category = list("Polecat")
@@ -64,44 +64,44 @@
id = "polecat_chassis"
build_path = /obj/item/mecha_parts/micro/chassis/polecat
time = 3
- materials = list(DEFAULT_WALL_MATERIAL = 7000)
+ materials = list(MAT_STEEL = 7000)
/datum/design/item/mechfab/polecat/torso
name = "Polecat Torso"
id = "polecat_torso"
build_path = /obj/item/mecha_parts/micro/part/polecat_torso
- materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 5250)
+ materials = list(MAT_STEEL = 15000, MAT_GLASS = 5250)
/datum/design/item/mechfab/polecat/left_arm
name = "Polecat Left Arm"
id = "polecat_left_arm"
build_path = /obj/item/mecha_parts/micro/part/polecat_left_arm
- materials = list(DEFAULT_WALL_MATERIAL = 8750)
+ materials = list(MAT_STEEL = 8750)
/datum/design/item/mechfab/polecat/right_arm
name = "Polecat Right Arm"
id = "polecat_right_arm"
build_path = /obj/item/mecha_parts/micro/part/polecat_right_arm
- materials = list(DEFAULT_WALL_MATERIAL = 8750)
+ materials = list(MAT_STEEL = 8750)
/datum/design/item/mechfab/polecat/left_leg
name = "Polecat Left Leg"
id = "polecat_left_leg"
build_path = /obj/item/mecha_parts/micro/part/polecat_left_leg
- materials = list(DEFAULT_WALL_MATERIAL = 12500)
+ materials = list(MAT_STEEL = 12500)
/datum/design/item/mechfab/polecat/right_leg
name = "Polecat Right Leg"
id = "polecat_right_leg"
build_path = /obj/item/mecha_parts/micro/part/polecat_right_leg
- materials = list(DEFAULT_WALL_MATERIAL = 12500)
+ materials = list(MAT_STEEL = 12500)
/datum/design/item/mechfab/polecat/armour
name = "Polecat Armour Plates"
id = "polecat_armour"
build_path = /obj/item/mecha_parts/micro/part/polecat_armour
time = 25
- materials = list(DEFAULT_WALL_MATERIAL = 12500, "plastic" = 7500)
+ materials = list(MAT_STEEL = 12500, MAT_PLASTIC = 7500)
/datum/design/item/mecha/taser/micro
name = "\improper TS-12 \"Suppressor\" integrated micro taser" //CHOMPedit
@@ -118,7 +118,7 @@
name = "\improper PC-20 \"Lance\" micro laser cannon" //CHOMPedit
id = "micro_laser_heavy"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 1000, "diamond" = 2000)
+ materials = list(MAT_STEEL = 10000, MAT_GLASS = 1000, MAT_DIAMOND = 2000)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/microheavy
/datum/design/item/mecha/weapon/grenade_launcher/micro
@@ -143,54 +143,54 @@
id = "weasel_chassis"
build_path = /obj/item/mecha_parts/micro/chassis/weasel
time = 3
- materials = list(DEFAULT_WALL_MATERIAL = 7000)
+ materials = list(MAT_STEEL = 7000)
/datum/design/item/mechfab/weasel/torso
name = "Weasel Torso"
id = "weasel_torso"
build_path = /obj/item/mecha_parts/micro/part/weasel_torso
- materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 5250)
+ materials = list(MAT_STEEL = 15000, MAT_GLASS = 5250)
/datum/design/item/mechfab/weasel/left_arm
name = "Weasel Left Arm"
id = "weasel_left_arm"
build_path = /obj/item/mecha_parts/micro/part/weasel_left_arm
- materials = list(DEFAULT_WALL_MATERIAL = 8750)
+ materials = list(MAT_STEEL = 8750)
/datum/design/item/mechfab/weasel/right_arm
name = "Weasel Right Arm"
id = "weasel_right_arm"
build_path = /obj/item/mecha_parts/micro/part/weasel_right_arm
- materials = list(DEFAULT_WALL_MATERIAL = 8750)
+ materials = list(MAT_STEEL = 8750)
/datum/design/item/mechfab/weasel/left_leg
name = "Weasel Left Leg"
id = "weasel_left_leg"
build_path = /obj/item/mecha_parts/micro/part/weasel_left_leg
- materials = list(DEFAULT_WALL_MATERIAL = 12500)
+ materials = list(MAT_STEEL = 12500)
/datum/design/item/mechfab/weasel/right_leg
name = "Weasel Right Leg"
id = "weasel_right_leg"
build_path = /obj/item/mecha_parts/micro/part/weasel_right_leg
- materials = list(DEFAULT_WALL_MATERIAL = 12500)
+ materials = list(MAT_STEEL = 12500)
/datum/design/item/mechfab/weasel/tri_leg
name = "Weasel Tri Leg"
id = "weasel_right_leg"
build_path = /obj/item/mecha_parts/micro/part/weasel_tri_leg
- materials = list(DEFAULT_WALL_MATERIAL = 27500)
+ materials = list(MAT_STEEL = 27500)
/datum/design/item/mechfab/weasel/head
name = "Weasel Head"
id = "weasel_head"
build_path = /obj/item/mecha_parts/micro/part/weasel_head
- materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2500) */
+ materials = list(MAT_STEEL = 7000, MAT_GLASS = 2500) */
/datum/design/item/mecha/medigun //Who the fuck thought it was a good idea to put this here?
name = "BL-3/P directed restoration system"
desc = "A portable medical system used to treat external injuries from afar."
id = "mech_medigun"
req_tech = list(TECH_MATERIAL = 5, TECH_COMBAT = 5, TECH_BIO = 6)
- materials = list(DEFAULT_WALL_MATERIAL = 8000, "gold" = 2000, "silver" = 1750, "diamond" = 1500, "phoron" = 4000)
- build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/medigun
\ No newline at end of file
+ materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 1750, MAT_DIAMOND = 1500, MAT_PHORON = 4000)
+ build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/medigun
diff --git a/code/game/objects/items/devices/advnifrepair.dm b/code/game/objects/items/devices/advnifrepair.dm
index b3b54e56c7..913aad68ad 100644
--- a/code/game/objects/items/devices/advnifrepair.dm
+++ b/code/game/objects/items/devices/advnifrepair.dm
@@ -10,7 +10,7 @@
w_class = ITEMSIZE_SMALL
throw_speed = 5
throw_range = 10
- matter = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 6000)
+ matter = list(MAT_STEEL = 4000, MAT_GLASS = 6000)
origin_tech = list(TECH_MAGNET = 5, TECH_BLUESPACE = 5, TECH_MATERIAL = 5, TECH_ENGINEERING = 5, TECH_DATA = 5)
var/datum/reagents/supply
var/efficiency = 15 //How many units reagent per 1 unit nanopaste
diff --git a/code/game/objects/items/devices/binoculars.dm b/code/game/objects/items/devices/binoculars.dm
index ca28fe8df3..15995b15c6 100644
--- a/code/game/objects/items/devices/binoculars.dm
+++ b/code/game/objects/items/devices/binoculars.dm
@@ -9,7 +9,7 @@
throw_range = 15
throw_speed = 3
- //matter = list("metal" = 50,"glass" = 50)
+ //matter = list(MAT_STEEL = 50,MAT_GLASS = 50)
/obj/item/device/binoculars/attack_self(mob/user)
diff --git a/code/game/objects/items/devices/body_snatcher_vr.dm b/code/game/objects/items/devices/body_snatcher_vr.dm
index 8696c6166b..1da220c193 100644
--- a/code/game/objects/items/devices/body_snatcher_vr.dm
+++ b/code/game/objects/items/devices/body_snatcher_vr.dm
@@ -7,7 +7,7 @@
item_state = "healthanalyzer"
slot_flags = SLOT_BELT
w_class = ITEMSIZE_SMALL
- matter = list(DEFAULT_WALL_MATERIAL = 200)
+ matter = list(MAT_STEEL = 200)
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2, TECH_ILLEGAL = 1)
/obj/item/device/bodysnatcher/New()
diff --git a/code/game/objects/items/devices/communicator/communicator.dm b/code/game/objects/items/devices/communicator/communicator.dm
index 5a17860018..257694e66d 100644
--- a/code/game/objects/items/devices/communicator/communicator.dm
+++ b/code/game/objects/items/devices/communicator/communicator.dm
@@ -26,7 +26,7 @@ var/global/list/obj/item/device/communicator/all_communicators = list()
show_messages = 1
origin_tech = list(TECH_ENGINEERING = 2, TECH_MAGNET = 2, TECH_BLUESPACE = 2, TECH_DATA = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
+ matter = list(MAT_STEEL = 30,MAT_GLASS = 10)
var/video_range = 3
var/obj/machinery/camera/communicator/video_source // Their camera
diff --git a/code/game/objects/items/devices/debugger.dm b/code/game/objects/items/devices/debugger.dm
index 8c200977af..8bfcc03454 100644
--- a/code/game/objects/items/devices/debugger.dm
+++ b/code/game/objects/items/devices/debugger.dm
@@ -16,7 +16,7 @@
throw_speed = 3
desc = "You can use this on airlocks or APCs to try to hack them without cutting wires."
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
+ matter = list(MAT_STEEL = 50,MAT_GLASS = 20)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage
diff --git a/code/game/objects/items/devices/flashlight.dm b/code/game/objects/items/devices/flashlight.dm
index 69dc2d26a3..9595f1ba80 100644
--- a/code/game/objects/items/devices/flashlight.dm
+++ b/code/game/objects/items/devices/flashlight.dm
@@ -5,7 +5,7 @@
icon_state = "flashlight"
w_class = ITEMSIZE_SMALL
slot_flags = SLOT_BELT
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
+ matter = list(MAT_STEEL = 50,MAT_GLASS = 20)
action_button_name = "Toggle Flashlight"
light_system = MOVABLE_LIGHT_DIRECTIONAL
@@ -261,7 +261,7 @@
slot_flags = SLOT_BELT
w_class = ITEMSIZE_SMALL
attack_verb = list ("smacked", "thwacked", "thunked")
- matter = list(DEFAULT_WALL_MATERIAL = 200,"glass" = 50)
+ matter = list(MAT_STEEL = 200,MAT_GLASS = 50)
hitsound = "swing_hit"
/obj/item/device/flashlight/drone
diff --git a/code/game/objects/items/devices/gps.dm b/code/game/objects/items/devices/gps.dm
index 360cbebd2c..4fb99a9fc0 100644
--- a/code/game/objects/items/devices/gps.dm
+++ b/code/game/objects/items/devices/gps.dm
@@ -8,7 +8,7 @@ var/list/GPS_list = list()
w_class = ITEMSIZE_TINY
slot_flags = SLOT_BELT
origin_tech = list(TECH_MATERIAL = 2, TECH_BLUESPACE = 2, TECH_MAGNET = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 500)
+ matter = list(MAT_STEEL = 500)
var/gps_tag = "GEN0"
var/emped = FALSE
diff --git a/code/game/objects/items/devices/laserpointer.dm b/code/game/objects/items/devices/laserpointer.dm
index 810147dbc4..784fb4ced3 100644
--- a/code/game/objects/items/devices/laserpointer.dm
+++ b/code/game/objects/items/devices/laserpointer.dm
@@ -6,7 +6,7 @@
item_state = "pen"
var/pointer_icon_state
slot_flags = SLOT_BELT
- matter = list("glass" = 500,"metal" = 500)
+ matter = list(MAT_GLASS = 500, MAT_STEEL = 500)
w_class = 2 //Increased to 2, because diodes are w_class 2. Conservation of matter.
origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1)
var/turf/pointer_loc
diff --git a/code/game/objects/items/devices/multitool.dm b/code/game/objects/items/devices/multitool.dm
index 6c0319b991..6fe9aea398 100644
--- a/code/game/objects/items/devices/multitool.dm
+++ b/code/game/objects/items/devices/multitool.dm
@@ -17,7 +17,7 @@
drop_sound = 'sound/items/drop/multitool.ogg'
pickup_sound = 'sound/items/pickup/multitool.ogg'
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
+ matter = list(MAT_STEEL = 50,MAT_GLASS = 20)
var/mode_index = 1
var/toolmode = MULTITOOL_MODE_STANDARD
diff --git a/code/game/objects/items/devices/powersink.dm b/code/game/objects/items/devices/powersink.dm
index 64c312b914..809418b023 100644
--- a/code/game/objects/items/devices/powersink.dm
+++ b/code/game/objects/items/devices/powersink.dm
@@ -9,7 +9,7 @@
throw_speed = 1
throw_range = 2
- matter = list(DEFAULT_WALL_MATERIAL = 750)
+ matter = list(MAT_STEEL = 750)
origin_tech = list(TECH_POWER = 3, TECH_ILLEGAL = 5)
var/drain_rate = 1500000 // amount of power to drain per tick
diff --git a/code/game/objects/items/devices/radio/electropack.dm b/code/game/objects/items/devices/radio/electropack.dm
index cc555f8073..5cea839acb 100644
--- a/code/game/objects/items/devices/radio/electropack.dm
+++ b/code/game/objects/items/devices/radio/electropack.dm
@@ -11,7 +11,7 @@
slot_flags = SLOT_BACK
w_class = ITEMSIZE_HUGE
- matter = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 2500)
+ matter = list(MAT_STEEL = 10000,MAT_GLASS = 2500)
var/code = 2
diff --git a/code/game/objects/items/devices/radio/headset.dm b/code/game/objects/items/devices/radio/headset.dm
index 7c64f1b203..258fa02632 100644
--- a/code/game/objects/items/devices/radio/headset.dm
+++ b/code/game/objects/items/devices/radio/headset.dm
@@ -4,7 +4,7 @@
var/radio_desc = ""
icon_state = "headset"
item_state = null //To remove the radio's state
- matter = list(DEFAULT_WALL_MATERIAL = 75)
+ matter = list(MAT_STEEL = 75)
subspace_transmission = 1
canhear_range = 0 // can't hear headsets from very far away
slot_flags = SLOT_EARS
diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm
index 5c16ecb340..5adca5dffb 100644
--- a/code/game/objects/items/devices/radio/radio.dm
+++ b/code/game/objects/items/devices/radio/radio.dm
@@ -61,7 +61,7 @@ var/global/list/default_medbay_channels = list(
var/bs_tx_preload_id
var/bs_rx_preload_id
- matter = list("glass" = 25,DEFAULT_WALL_MATERIAL = 75)
+ matter = list(MAT_GLASS = 25,MAT_STEEL = 75)
var/const/FREQ_LISTENING = 1
var/list/internal_channels
diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm
index c949884c6f..79f38554b8 100644
--- a/code/game/objects/items/devices/scanners.dm
+++ b/code/game/objects/items/devices/scanners.dm
@@ -21,7 +21,7 @@ HALOGEN COUNTER - Radcount on mobs
w_class = ITEMSIZE_SMALL
throw_speed = 5
throw_range = 10
- matter = list(DEFAULT_WALL_MATERIAL = 200)
+ matter = list(MAT_STEEL = 200)
origin_tech = list(TECH_MAGNET = 1, TECH_BIO = 1)
var/mode = 1;
var/advscan = 0
@@ -337,7 +337,7 @@ HALOGEN COUNTER - Radcount on mobs
throw_speed = 4
throw_range = 20
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
+ matter = list(MAT_STEEL = 30,MAT_GLASS = 20)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
@@ -375,7 +375,7 @@ HALOGEN COUNTER - Radcount on mobs
throw_speed = 4
throw_range = 20
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
+ matter = list(MAT_STEEL = 30,MAT_GLASS = 20)
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
var/details = 0
@@ -435,7 +435,7 @@ HALOGEN COUNTER - Radcount on mobs
throwforce = 5
throw_speed = 4
throw_range = 20
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
+ matter = list(MAT_STEEL = 30,MAT_GLASS = 20)
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
var/details = 0
@@ -481,7 +481,7 @@ HALOGEN COUNTER - Radcount on mobs
throwforce = 0
throw_speed = 3
throw_range = 7
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
+ matter = list(MAT_STEEL = 30,MAT_GLASS = 20)
/obj/item/device/slime_scanner/attack(mob/living/M as mob, mob/living/user as mob)
if(!istype(M, /mob/living/simple_mob/slime/xenobio))
diff --git a/code/game/objects/items/devices/scanners_vr.dm b/code/game/objects/items/devices/scanners_vr.dm
index 93a92f31a0..b0c928e5a2 100644
--- a/code/game/objects/items/devices/scanners_vr.dm
+++ b/code/game/objects/items/devices/scanners_vr.dm
@@ -12,7 +12,7 @@ var/global/mob/living/carbon/human/dummy/mannequin/sleevemate_mob
w_class = ITEMSIZE_SMALL
throw_speed = 5
throw_range = 10
- matter = list(DEFAULT_WALL_MATERIAL = 200)
+ matter = list(MAT_STEEL = 200)
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
var/datum/mind/stored_mind
diff --git a/code/game/objects/items/devices/suit_cooling.dm b/code/game/objects/items/devices/suit_cooling.dm
index aae687a9cb..0e87e867c5 100644
--- a/code/game/objects/items/devices/suit_cooling.dm
+++ b/code/game/objects/items/devices/suit_cooling.dm
@@ -13,7 +13,7 @@
throw_range = 4
action_button_name = "Toggle Heatsink"
- matter = list("steel" = 15000, "glass" = 3500)
+ matter = list(MAT_STEEL = 15000, MAT_GLASS = 3500)
origin_tech = list(TECH_MAGNET = 2, TECH_MATERIAL = 2)
var/on = 0 //is it turned on?
diff --git a/code/game/objects/items/devices/t_scanner.dm b/code/game/objects/items/devices/t_scanner.dm
index bd96945fc6..415f22d8d8 100644
--- a/code/game/objects/items/devices/t_scanner.dm
+++ b/code/game/objects/items/devices/t_scanner.dm
@@ -7,7 +7,7 @@
item_state = "t-ray"
slot_flags = SLOT_BELT
w_class = ITEMSIZE_SMALL
- matter = list(DEFAULT_WALL_MATERIAL = 150)
+ matter = list(MAT_STEEL = 150)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
var/scan_range = 1
@@ -135,14 +135,14 @@
/obj/item/device/t_scanner/upgraded
name = "Upgraded T-ray Scanner"
desc = "An upgraded version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
- matter = list(DEFAULT_WALL_MATERIAL = 500, PHORON = 150)
+ matter = list(MAT_STEEL = 500, PHORON = 150)
origin_tech = list(TECH_MAGNET = 4, TECH_ENGINEERING = 5)
scan_range = 3
/obj/item/device/t_scanner/advanced
name = "Advanced T-ray Scanner"
desc = "An advanced version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
- matter = list(DEFAULT_WALL_MATERIAL = 1500, PHORON = 200, SILVER = 250)
+ matter = list(MAT_STEEL = 1500, PHORON = 200, SILVER = 250)
origin_tech = list(TECH_MAGNET = 7, TECH_ENGINEERING = 7, TECH_MATERIAL = 6)
scan_range = 7
diff --git a/code/game/objects/items/devices/taperecorder.dm b/code/game/objects/items/devices/taperecorder.dm
index a778652686..a4ba173aed 100644
--- a/code/game/objects/items/devices/taperecorder.dm
+++ b/code/game/objects/items/devices/taperecorder.dm
@@ -5,7 +5,7 @@
item_state = "analyzer"
w_class = ITEMSIZE_SMALL
- matter = list(DEFAULT_WALL_MATERIAL = 60,"glass" = 30)
+ matter = list(MAT_STEEL = 60,MAT_GLASS = 30)
var/emagged = 0.0
var/recording = 0.0
@@ -361,7 +361,7 @@
icon_state = "tape_white"
item_state = "analyzer"
w_class = ITEMSIZE_TINY
- matter = list(DEFAULT_WALL_MATERIAL=20, "glass"=5)
+ matter = list(MAT_STEEL=20, MAT_GLASS=5)
force = 1
throwforce = 0
var/max_capacity = 1800
diff --git a/code/game/objects/items/glassjar.dm b/code/game/objects/items/glassjar.dm
index 1c066117a9..d10ff9468a 100644
--- a/code/game/objects/items/glassjar.dm
+++ b/code/game/objects/items/glassjar.dm
@@ -10,7 +10,7 @@
icon = 'icons/obj/items.dmi'
icon_state = "jar"
w_class = ITEMSIZE_SMALL
- matter = list("glass" = 200)
+ matter = list(MAT_GLASS = 200)
flags = NOBLUDGEON
var/list/accept_mobs = list(/mob/living/simple_mob/animal/passive/lizard, /mob/living/simple_mob/animal/passive/mouse, /mob/living/simple_mob/animal/sif/leech, /mob/living/simple_mob/animal/sif/frostfly, /mob/living/simple_mob/animal/sif/glitterfly)
var/contains = 0 // 0 = nothing, 1 = money, 2 = animal, 3 = spiderling
@@ -134,7 +134,7 @@
/obj/item/glass_jar/fish/plastic
name = "plastic tank"
desc = "A large plastic tank."
- matter = list("plastic" = 4000)
+ matter = list(MAT_PLASTIC = 4000)
/obj/item/glass_jar/fish/update_icon() // Also updates name and desc
underlays.Cut()
diff --git a/code/game/objects/items/robot/robot_parts.dm b/code/game/objects/items/robot/robot_parts.dm
index 87361c2e05..ff9bbad216 100644
--- a/code/game/objects/items/robot/robot_parts.dm
+++ b/code/game/objects/items/robot/robot_parts.dm
@@ -100,7 +100,7 @@
/obj/item/robot_parts/robot_suit/attackby(obj/item/W as obj, mob/user as mob)
..()
- if(istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
+ if(istype(W, /obj/item/stack/material) && W.get_material_name() == MAT_STEEL && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
var/obj/item/stack/material/M = W
if (M.use(1))
var/obj/item/weapon/secbot_assembly/ed209_assembly/B = new /obj/item/weapon/secbot_assembly/ed209_assembly
diff --git a/code/game/objects/items/stacks/tiles/tile_types.dm b/code/game/objects/items/stacks/tiles/tile_types.dm
index 145a67816e..5ae9b42007 100644
--- a/code/game/objects/items/stacks/tiles/tile_types.dm
+++ b/code/game/objects/items/stacks/tiles/tile_types.dm
@@ -169,21 +169,21 @@
name = "steel floor tile"
singular_name = "steel floor tile"
icon_state = "tile_steel"
- matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
+ matter = list(MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT / 4)
no_variants = FALSE
/obj/item/stack/tile/floor/steel
name = "steel floor tile"
singular_name = "steel floor tile"
icon_state = "tile_steel"
- matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
+ matter = list(MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT / 4)
no_variants = FALSE
/obj/item/stack/tile/floor/white
name = "white floor tile"
singular_name = "white floor tile"
icon_state = "tile_white"
- matter = list("plastic" = SHEET_MATERIAL_AMOUNT / 4)
+ matter = list(MAT_PLASTIC = SHEET_MATERIAL_AMOUNT / 4)
no_variants = FALSE
/obj/item/stack/tile/floor/yellow
@@ -197,14 +197,14 @@
name = "dark floor tile"
singular_name = "dark floor tile"
icon_state = "tile_steel"
- matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
+ matter = list(MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT / 4)
no_variants = FALSE
/obj/item/stack/tile/floor/freezer
name = "freezer floor tile"
singular_name = "freezer floor tile"
icon_state = "tile_freezer"
- matter = list("plastic" = SHEET_MATERIAL_AMOUNT / 4)
+ matter = list(MAT_PLASTIC = SHEET_MATERIAL_AMOUNT / 4)
no_variants = FALSE
/obj/item/stack/tile/floor/cyborg
diff --git a/code/game/objects/items/weapons/RCD.dm b/code/game/objects/items/weapons/RCD.dm
index 05e4c2a7c6..08c2ba35d7 100644
--- a/code/game/objects/items/weapons/RCD.dm
+++ b/code/game/objects/items/weapons/RCD.dm
@@ -307,12 +307,12 @@
item_state = "rcdammo"
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 30000,"glass" = 15000)
+ matter = list(DEFAULT_WALL_MATERIAL = 30000,MAT_GLASS = 15000)
var/remaining = RCD_MAX_CAPACITY / 3
/obj/item/weapon/rcd_ammo/large
name = "high-capacity matter cartridge"
desc = "Do not ingest."
- matter = list(DEFAULT_WALL_MATERIAL = 45000,"glass" = 22500)
+ matter = list(DEFAULT_WALL_MATERIAL = 45000,MAT_GLASS = 22500)
origin_tech = list(TECH_MATERIAL = 4)
remaining = RCD_MAX_CAPACITY
diff --git a/code/game/objects/items/weapons/RMS_vr.dm b/code/game/objects/items/weapons/RMS_vr.dm
index 4ec4996bdd..60b314f97a 100644
--- a/code/game/objects/items/weapons/RMS_vr.dm
+++ b/code/game/objects/items/weapons/RMS_vr.dm
@@ -214,7 +214,7 @@
/obj/item/weapon/rms/attack_self(mob/user)
var/list/choices = list(
"Steel" = radial_image_steel,
- "Glass" = radial_image_glass,
+ MAT_GLASS = radial_image_glass,
"Cloth" = radial_image_cloth,
"Plastic" = radial_image_plastic,
"Stone" = radial_image_stone,
diff --git a/code/game/objects/items/weapons/canes.dm b/code/game/objects/items/weapons/canes.dm
index 6e61e4669c..ff76a1cc4b 100644
--- a/code/game/objects/items/weapons/canes.dm
+++ b/code/game/objects/items/weapons/canes.dm
@@ -10,7 +10,7 @@
force = 5.0
throwforce = 7.0
w_class = ITEMSIZE_NORMAL
- matter = list(DEFAULT_WALL_MATERIAL = 50)
+ matter = list(MAT_STEEL = 50)
attack_verb = list("bludgeoned", "whacked", "disciplined", "thrashed")
/obj/item/weapon/cane/crutch
diff --git a/code/game/objects/items/weapons/circuitboards/circuitboards_vr.dm b/code/game/objects/items/weapons/circuitboards/circuitboards_vr.dm
index 0084e69477..2311e48983 100644
--- a/code/game/objects/items/weapons/circuitboards/circuitboards_vr.dm
+++ b/code/game/objects/items/weapons/circuitboards/circuitboards_vr.dm
@@ -52,11 +52,11 @@
name = T_BOARD("timeclock")
build_path = /obj/machinery/computer/timeclock
board_type = new /datum/frame/frame_types/timeclock_terminal
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
// Board for the ID restorer in id_restorer_vr.dm
/obj/item/weapon/circuitboard/id_restorer
name = T_BOARD("ID restoration console")
build_path = /obj/machinery/computer/id_restorer
board_type = new /datum/frame/frame_types/id_restorer
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
diff --git a/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm b/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm
index 0648b58627..9d47a962e7 100644
--- a/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm
+++ b/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm
@@ -36,7 +36,7 @@
name = T_BOARD("entertainment camera monitor")
build_path = /obj/machinery/computer/security/telescreen/entertainment
board_type = new /datum/frame/frame_types/display
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/security/telescreen/entertainment/New()
..()
diff --git a/code/game/objects/items/weapons/circuitboards/frame.dm b/code/game/objects/items/weapons/circuitboards/frame.dm
index c1b88506db..56f1dac4d4 100644
--- a/code/game/objects/items/weapons/circuitboards/frame.dm
+++ b/code/game/objects/items/weapons/circuitboards/frame.dm
@@ -10,37 +10,37 @@
name = T_BOARD("guestpass console")
build_path = /obj/machinery/computer/guestpass
board_type = new /datum/frame/frame_types/guest_pass_console
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/status_display
name = T_BOARD("status display")
build_path = /obj/machinery/status_display
board_type = new /datum/frame/frame_types/display
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/ai_status_display
name = T_BOARD("ai status display")
build_path = /obj/machinery/ai_status_display
board_type = new /datum/frame/frame_types/display
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/newscaster
name = T_BOARD("newscaster")
build_path = /obj/machinery/newscaster
board_type = new /datum/frame/frame_types/newscaster
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/atm
name = T_BOARD("atm")
build_path = /obj/machinery/atm
board_type = new /datum/frame/frame_types/atm
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/request
name = T_BOARD("request console")
build_path = /obj/machinery/requests_console
board_type = new /datum/frame/frame_types/supply_request_console
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
//Alarm
@@ -48,31 +48,31 @@
name = T_BOARD("fire alarm")
build_path = /obj/machinery/firealarm
board_type = new /datum/frame/frame_types/fire_alarm
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/airalarm
name = T_BOARD("air alarm")
build_path = /obj/machinery/alarm
board_type = new /datum/frame/frame_types/air_alarm
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/intercom
name = T_BOARD("intercom")
build_path = /obj/item/device/radio/intercom
board_type = new /datum/frame/frame_types/intercom
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/keycard_auth
name = T_BOARD("keycard authenticator")
build_path = /obj/machinery/keycard_auth
board_type = new /datum/frame/frame_types/keycard_authenticator
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/geiger
name = T_BOARD("geiger counter")
build_path = /obj/item/device/geiger/wall
board_type = new /datum/frame/frame_types/geiger
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
//Computer
@@ -80,7 +80,7 @@
name = T_BOARD("holopad")
build_path = /obj/machinery/hologram/holopad
board_type = new /datum/frame/frame_types/holopad
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/scanner_console
name = T_BOARD("body scanner console")
@@ -100,7 +100,7 @@
name = T_BOARD("photocopier")
build_path = /obj/machinery/photocopier
board_type = new /datum/frame/frame_types/photocopier
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/weapon/stock_parts/scanning_module = 1,
/obj/item/weapon/stock_parts/motor = 1,
@@ -111,7 +111,7 @@
name = T_BOARD("fax")
build_path = /obj/machinery/photocopier/faxmachine
board_type = new /datum/frame/frame_types/fax
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/weapon/stock_parts/scanning_module = 1,
/obj/item/weapon/stock_parts/motor = 1,
@@ -152,7 +152,7 @@
name = T_BOARD("washing machine")
build_path = /obj/machinery/washing_machine
board_type = new /datum/frame/frame_types/washing_machine
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/weapon/stock_parts/motor = 1,
/obj/item/weapon/stock_parts/gear = 2)
diff --git a/code/game/objects/items/weapons/circuitboards/machinery/engineering.dm b/code/game/objects/items/weapons/circuitboards/machinery/engineering.dm
index 91aefbf6a5..39096d5e9c 100644
--- a/code/game/objects/items/weapons/circuitboards/machinery/engineering.dm
+++ b/code/game/objects/items/weapons/circuitboards/machinery/engineering.dm
@@ -6,7 +6,7 @@
name = T_BOARD("pipe layer")
build_path = /obj/machinery/pipelayer
board_type = new /datum/frame/frame_types/machine
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/weapon/stock_parts/motor = 1,
/obj/item/weapon/stock_parts/gear = 1,
diff --git a/code/game/objects/items/weapons/circuitboards/machinery/kitchen_appliances.dm b/code/game/objects/items/weapons/circuitboards/machinery/kitchen_appliances.dm
index 1af9476aff..4343090655 100644
--- a/code/game/objects/items/weapons/circuitboards/machinery/kitchen_appliances.dm
+++ b/code/game/objects/items/weapons/circuitboards/machinery/kitchen_appliances.dm
@@ -4,7 +4,7 @@
build_path = /obj/machinery/microwave
board_type = new /datum/frame/frame_types/microwave
contain_parts = 0
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/weapon/stock_parts/console_screen = 1,
/obj/item/weapon/stock_parts/capacitor = 3, // Original Capacitor count was 1
@@ -17,7 +17,7 @@
desc = "The circuitboard for an oven."
build_path = /obj/machinery/appliance/cooker/oven
board_type = new /datum/frame/frame_types/oven
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/weapon/stock_parts/capacitor = 3,
/obj/item/weapon/stock_parts/scanning_module = 1,
@@ -67,7 +67,7 @@
name = T_BOARD("deluxe microwave")
build_path = /obj/machinery/microwave/advanced
board_type = new /datum/frame/frame_types/microwave
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/weapon/stock_parts/console_screen = 1,
/obj/item/weapon/stock_parts/motor = 1,
diff --git a/code/game/objects/items/weapons/circuitboards/machinery/papershredder.dm b/code/game/objects/items/weapons/circuitboards/machinery/papershredder.dm
index ef4575bafb..2b55db3adf 100644
--- a/code/game/objects/items/weapons/circuitboards/machinery/papershredder.dm
+++ b/code/game/objects/items/weapons/circuitboards/machinery/papershredder.dm
@@ -6,7 +6,7 @@
name = T_BOARD("papershredder")
build_path = /obj/machinery/papershredder
board_type = new /datum/frame/frame_types/machine
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/weapon/stock_parts/motor = 1,
/obj/item/weapon/stock_parts/gear = 2,
diff --git a/code/game/objects/items/weapons/ecigs.dm b/code/game/objects/items/weapons/ecigs.dm
index 5e26bd6e10..a61f6837c3 100644
--- a/code/game/objects/items/weapons/ecigs.dm
+++ b/code/game/objects/items/weapons/ecigs.dm
@@ -149,7 +149,7 @@
w_class = ITEMSIZE_TINY
icon = 'icons/obj/ecig.dmi'
icon_state = "ecartridge"
- matter = list("metal" = 50, "glass" = 10)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 10)
volume = 20
flags = OPENCONTAINER
diff --git a/code/game/objects/items/weapons/extinguisher.dm b/code/game/objects/items/weapons/extinguisher.dm
index bf3295d631..82550df2ae 100644
--- a/code/game/objects/items/weapons/extinguisher.dm
+++ b/code/game/objects/items/weapons/extinguisher.dm
@@ -10,7 +10,7 @@
throw_speed = 2
throw_range = 10
force = 10
- matter = list(DEFAULT_WALL_MATERIAL = 90)
+ matter = list(MAT_STEEL = 90)
attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed")
drop_sound = 'sound/items/drop/gascan.ogg'
pickup_sound = 'sound/items/pickup/gascan.ogg'
diff --git a/code/game/objects/items/weapons/flamethrower.dm b/code/game/objects/items/weapons/flamethrower.dm
index ad23dc4f2a..8eba05ddd5 100644
--- a/code/game/objects/items/weapons/flamethrower.dm
+++ b/code/game/objects/items/weapons/flamethrower.dm
@@ -14,7 +14,7 @@
throw_range = 5
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_COMBAT = 1, TECH_PHORON = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 500)
+ matter = list(MAT_STEEL = 500)
var/status = 0
var/throw_amount = 100
var/lit = 0 //on or off
diff --git a/code/game/objects/items/weapons/handcuffs.dm b/code/game/objects/items/weapons/handcuffs.dm
index e86a7406b0..f2cdabd5f8 100644
--- a/code/game/objects/items/weapons/handcuffs.dm
+++ b/code/game/objects/items/weapons/handcuffs.dm
@@ -10,7 +10,7 @@
throw_speed = 2
throw_range = 5
origin_tech = list(TECH_MATERIAL = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 500)
+ matter = list(MAT_STEEL = 500)
drop_sound = 'sound/items/drop/accessory.ogg'
pickup_sound = 'sound/items/pickup/accessory.ogg'
var/elastic
diff --git a/code/game/objects/items/weapons/implants/implanter.dm b/code/game/objects/items/weapons/implants/implanter.dm
index adb79364dc..606b707fce 100644
--- a/code/game/objects/items/weapons/implants/implanter.dm
+++ b/code/game/objects/items/weapons/implants/implanter.dm
@@ -6,7 +6,7 @@
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_SMALL
- matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 1000)
+ matter = list(MAT_STEEL = 1000, MAT_GLASS = 1000)
var/obj/item/weapon/implant/imp = null
var/active = 1
diff --git a/code/game/objects/items/weapons/material/knives.dm b/code/game/objects/items/weapons/material/knives.dm
index 0008ceb9b8..44ffb44e39 100644
--- a/code/game/objects/items/weapons/material/knives.dm
+++ b/code/game/objects/items/weapons/material/knives.dm
@@ -66,7 +66,7 @@
sharp = 1
edge = 1
force_divisor = 0.15 // 9 when wielded with hardness 60 (steel)
- matter = list(DEFAULT_WALL_MATERIAL = 12000)
+ matter = list(MAT_STEEL = 12000)
origin_tech = list(TECH_MATERIAL = 1)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
drop_sound = 'sound/items/drop/knife.ogg'
diff --git a/code/game/objects/items/weapons/material/material_armor.dm b/code/game/objects/items/weapons/material/material_armor.dm
index 19028dcb71..7fb5efad6e 100644
--- a/code/game/objects/items/weapons/material/material_armor.dm
+++ b/code/game/objects/items/weapons/material/material_armor.dm
@@ -201,7 +201,7 @@ Protectiveness | Armor %
/obj/item/clothing/suit/armor/material
name = "armor"
- default_material = DEFAULT_WALL_MATERIAL
+ default_material = MAT_STEEL
/obj/item/clothing/suit/armor/material/makeshift
name = "sheet armor"
@@ -401,7 +401,7 @@ Protectiveness | Armor %
/obj/item/clothing/head/helmet/material
name = "helmet"
flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR
- default_material = DEFAULT_WALL_MATERIAL
+ default_material = MAT_STEEL
/obj/item/clothing/head/helmet/material/makeshift
name = "bucket"
diff --git a/code/game/objects/items/weapons/material/material_weapons.dm b/code/game/objects/items/weapons/material/material_weapons.dm
index 4948adf425..544706fb61 100644
--- a/code/game/objects/items/weapons/material/material_weapons.dm
+++ b/code/game/objects/items/weapons/material/material_weapons.dm
@@ -23,7 +23,7 @@
var/force_divisor = 0.5
var/thrown_force_divisor = 0.5
var/dulled_divisor = 0.5 //Just drops the damage by half
- var/default_material = DEFAULT_WALL_MATERIAL
+ var/default_material = MAT_STEEL
var/datum/material/material
var/drops_debris = 1
var/named_from_material = 1 //YW EDIT, Does it prepend the material's name to it's name?
diff --git a/code/game/objects/items/weapons/material/twohanded.dm b/code/game/objects/items/weapons/material/twohanded.dm
index c45e7125f5..00f2d406a0 100644
--- a/code/game/objects/items/weapons/material/twohanded.dm
+++ b/code/game/objects/items/weapons/material/twohanded.dm
@@ -174,7 +174,7 @@
force_divisor = 0.3
force = 10
thrown_force_divisor = 1
- default_material = "DEFAULT_WALL_MATERIAL"
+ default_material = "MAT_STEEL"
fragile = 0
sharp = 1
edge = 0
diff --git a/code/game/objects/items/weapons/paint.dm b/code/game/objects/items/weapons/paint.dm
index a52202e33b..91c173d530 100644
--- a/code/game/objects/items/weapons/paint.dm
+++ b/code/game/objects/items/weapons/paint.dm
@@ -9,7 +9,7 @@ var/global/list/cached_icons = list()
icon = 'icons/obj/items.dmi'
icon_state = "paint_neutral"
item_state = "paintcan"
- matter = list(DEFAULT_WALL_MATERIAL = 200)
+ matter = list(MAT_STEEL = 200)
w_class = ITEMSIZE_NORMAL
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(10,20,30,60)
diff --git a/code/game/objects/items/weapons/shields.dm b/code/game/objects/items/weapons/shields.dm
index f2fb2d6d23..a2549b3279 100644
--- a/code/game/objects/items/weapons/shields.dm
+++ b/code/game/objects/items/weapons/shields.dm
@@ -68,7 +68,7 @@
throw_range = 4
w_class = ITEMSIZE_LARGE
origin_tech = list(TECH_MATERIAL = 2)
- matter = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 1000)
+ matter = list(MAT_GLASS = 7500, MAT_STEEL = 1000)
attack_verb = list("shoved", "bashed")
var/cooldown = 0 //shield bash cooldown. based on world.time
diff --git a/code/game/objects/items/weapons/surgery_tools.dm b/code/game/objects/items/weapons/surgery_tools.dm
index 368b0de98c..89e150330a 100644
--- a/code/game/objects/items/weapons/surgery_tools.dm
+++ b/code/game/objects/items/weapons/surgery_tools.dm
@@ -41,7 +41,7 @@
name = "retractor"
desc = "Retracts stuff."
icon_state = "retractor"
- matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000)
+ matter = list(MAT_STEEL = 10000, MAT_GLASS = 5000)
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
drop_sound = 'sound/items/drop/scrap.ogg'
@@ -52,7 +52,7 @@
name = "hemostat"
desc = "You think you have seen this before."
icon_state = "hemostat"
- matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
+ matter = list(MAT_STEEL = 5000, MAT_GLASS = 2500)
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
attack_verb = list("attacked", "pinched")
drop_sound = 'sound/items/drop/scrap.ogg'
@@ -64,7 +64,7 @@
name = "cautery"
desc = "This stops bleeding."
icon_state = "cautery"
- matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
+ matter = list(MAT_STEEL = 5000, MAT_GLASS = 2500)
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
attack_verb = list("burnt")
drop_sound = 'sound/items/drop/scrap.ogg'
@@ -77,7 +77,7 @@
desc = "You can drill using this item. You dig?"
icon_state = "drill"
hitsound = 'sound/weapons/circsawhit.ogg'
- matter = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 10000)
+ matter = list(MAT_STEEL = 15000, MAT_GLASS = 10000)
force = 15.0
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
@@ -106,7 +106,7 @@
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000)
+ matter = list(MAT_STEEL = 10000, MAT_GLASS = 5000)
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
drop_sound = 'sound/items/drop/knife.ogg'
@@ -170,7 +170,7 @@
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 20000,"glass" = 10000)
+ matter = list(MAT_STEEL = 20000,MAT_GLASS = 10000)
attack_verb = list("attacked", "slashed", "sawed", "cut")
sharp = 1
edge = 1
@@ -184,7 +184,7 @@
damtype = SEARING
w_class = ITEMSIZE_LARGE
origin_tech = list(TECH_BIO = 4, TECH_MATERIAL = 6, TECH_MAGNET = 6)
- matter = list(DEFAULT_WALL_MATERIAL = 12500)
+ matter = list(MAT_STEEL = 12500)
attack_verb = list("attacked", "slashed", "seared", "cut")
toolspeed = 0.75
diff --git a/code/game/objects/items/weapons/teleportation.dm b/code/game/objects/items/weapons/teleportation.dm
index 2d189c3ad2..5d9efa2ad7 100644
--- a/code/game/objects/items/weapons/teleportation.dm
+++ b/code/game/objects/items/weapons/teleportation.dm
@@ -21,7 +21,7 @@
throw_speed = 4
throw_range = 20
origin_tech = list(TECH_MAGNET = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 400)
+ matter = list(MAT_STEEL = 400)
/obj/item/weapon/locator/attack_self(mob/user as mob)
user.set_machine(src)
@@ -127,7 +127,7 @@ Frequency:
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_MAGNET = 1, TECH_BLUESPACE = 3)
- matter = list(DEFAULT_WALL_MATERIAL = 10000)
+ matter = list(MAT_STEEL = 10000)
preserve_item = 1
/obj/item/weapon/hand_tele/attack_self(mob/user as mob)
diff --git a/code/game/objects/items/weapons/tools/crowbar.dm b/code/game/objects/items/weapons/tools/crowbar.dm
index de84168ddf..0d34937656 100644
--- a/code/game/objects/items/weapons/tools/crowbar.dm
+++ b/code/game/objects/items/weapons/tools/crowbar.dm
@@ -14,7 +14,7 @@
item_state = "crowbar"
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_ENGINEERING = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 50)
+ matter = list(MAT_STEEL = 50)
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
usesound = 'sound/items/crowbar.ogg'
drop_sound = 'sound/items/drop/crowbar.ogg'
diff --git a/code/game/objects/items/weapons/tools/crowbar_vr.dm b/code/game/objects/items/weapons/tools/crowbar_vr.dm
index 51e0755f8a..b376c15af8 100644
--- a/code/game/objects/items/weapons/tools/crowbar_vr.dm
+++ b/code/game/objects/items/weapons/tools/crowbar_vr.dm
@@ -14,7 +14,7 @@
item_state = "crowbar"
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_ENGINEERING = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 30)
+ matter = list(MAT_STEEL = 30)
attack_verb = list("whapped", "smacked", "swatted", "thwacked", "hit")
usesound = 'sound/items/crowbar.ogg'
toolspeed = 1
diff --git a/code/game/objects/items/weapons/tools/screwdriver.dm b/code/game/objects/items/weapons/tools/screwdriver.dm
index e29245ec2f..d1be9f9ae6 100644
--- a/code/game/objects/items/weapons/tools/screwdriver.dm
+++ b/code/game/objects/items/weapons/tools/screwdriver.dm
@@ -17,7 +17,7 @@
usesound = 'sound/items/screwdriver.ogg'
drop_sound = 'sound/items/drop/screwdriver.ogg'
pickup_sound = 'sound/items/pickup/screwdriver.ogg'
- matter = list(DEFAULT_WALL_MATERIAL = 75)
+ matter = list(MAT_STEEL = 75)
attack_verb = list("stabbed")
sharp = 1
toolspeed = 1
@@ -115,7 +115,7 @@
desc = "A simple powered hand drill. It's fitted with a screw bit."
icon_state = "drill_screw"
item_state = "drill"
- matter = list(DEFAULT_WALL_MATERIAL = 150, MAT_SILVER = 50)
+ matter = list(MAT_STEEL = 150, MAT_SILVER = 50)
origin_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
slot_flags = SLOT_BELT
force = 8
diff --git a/code/game/objects/items/weapons/tools/weldingtool.dm b/code/game/objects/items/weapons/tools/weldingtool.dm
index 8e62410e68..34a824112c 100644
--- a/code/game/objects/items/weapons/tools/weldingtool.dm
+++ b/code/game/objects/items/weapons/tools/weldingtool.dm
@@ -17,7 +17,7 @@
w_class = ITEMSIZE_SMALL
//Cost to make in the autolathe
- matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 30)
+ matter = list(MAT_STEEL = 70, MAT_GLASS = 30)
//R&D tech level
origin_tech = list(TECH_ENGINEERING = 1)
@@ -365,7 +365,7 @@
icon_state = "indwelder"
max_fuel = 40
origin_tech = list(TECH_ENGINEERING = 2, TECH_PHORON = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 60)
+ matter = list(MAT_STEEL = 70, MAT_GLASS = 60)
/obj/item/weapon/weldingtool/largetank/cyborg
name = "integrated welding tool"
@@ -379,7 +379,7 @@
max_fuel = 80
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_ENGINEERING = 3)
- matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
+ matter = list(MAT_STEEL = 70, MAT_GLASS = 120)
/obj/item/weapon/weldingtool/mini
name = "emergency welding tool"
@@ -441,7 +441,7 @@
max_fuel = 40
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_ENGINEERING = 4, TECH_PHORON = 3)
- matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
+ matter = list(MAT_STEEL = 70, MAT_GLASS = 120)
toolspeed = 0.5
change_icons = 0
flame_intensity = 3
diff --git a/code/game/objects/items/weapons/tools/wirecutters.dm b/code/game/objects/items/weapons/tools/wirecutters.dm
index 16b193e1bb..ea9a0c47d5 100644
--- a/code/game/objects/items/weapons/tools/wirecutters.dm
+++ b/code/game/objects/items/weapons/tools/wirecutters.dm
@@ -13,7 +13,7 @@
throw_range = 9
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 80)
+ matter = list(MAT_STEEL = 80)
attack_verb = list("pinched", "nipped")
hitsound = 'sound/items/wirecutter.ogg'
usesound = 'sound/items/wirecutter.ogg'
diff --git a/code/game/objects/items/weapons/tools/wrench.dm b/code/game/objects/items/weapons/tools/wrench.dm
index 6372d54ad6..052eae0d2c 100644
--- a/code/game/objects/items/weapons/tools/wrench.dm
+++ b/code/game/objects/items/weapons/tools/wrench.dm
@@ -11,7 +11,7 @@
throwforce = 7
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 150)
+ matter = list(MAT_STEEL = 150)
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
usesound = 'sound/items/ratchet.ogg'
toolspeed = 1
@@ -72,7 +72,7 @@
icon_state = "drill_bolt"
item_state = "drill"
usesound = 'sound/items/drill_use.ogg'
- matter = list(DEFAULT_WALL_MATERIAL = 150, MAT_SILVER = 50)
+ matter = list(MAT_STEEL = 150, MAT_SILVER = 50)
origin_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
force = 8
w_class = ITEMSIZE_SMALL
diff --git a/code/game/objects/items/weapons/traps.dm b/code/game/objects/items/weapons/traps.dm
index c583ce1eef..d3f9ce5ed2 100644
--- a/code/game/objects/items/weapons/traps.dm
+++ b/code/game/objects/items/weapons/traps.dm
@@ -17,7 +17,7 @@
throwforce = 0
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_MATERIAL = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 18750)
+ matter = list(MAT_STEEL = 18750)
var/deployed = 0
var/camo_net = FALSE
var/stun_length = 0.25 SECONDS
diff --git a/code/game/objects/items/weapons/trays.dm b/code/game/objects/items/weapons/trays.dm
index 3215af0a10..e16dbbf88a 100644
--- a/code/game/objects/items/weapons/trays.dm
+++ b/code/game/objects/items/weapons/trays.dm
@@ -11,7 +11,7 @@
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_NORMAL
- matter = list(DEFAULT_WALL_MATERIAL = 3000)
+ matter = list(MAT_STEEL = 3000)
var/list/carrying = list() // List of things on the tray. - Doohl
var/max_carry = 10
drop_sound = 'sound/items/trayhit1.ogg'
diff --git a/code/game/objects/structures/girders.dm b/code/game/objects/structures/girders.dm
index 79c6023ff5..39d30dabfb 100644
--- a/code/game/objects/structures/girders.dm
+++ b/code/game/objects/structures/girders.dm
@@ -10,7 +10,7 @@
var/displaced_health = 50
var/current_damage = 0
var/cover = 50 //how much cover the girder provides against projectiles.
- var/default_material = DEFAULT_WALL_MATERIAL
+ var/default_material = MAT_STEEL
var/datum/material/girder_material
var/datum/material/reinf_material
var/reinforcing = 0
diff --git a/code/game/objects/structures/simple_doors.dm b/code/game/objects/structures/simple_doors.dm
index 6fe2aa384a..c0385b3132 100644
--- a/code/game/objects/structures/simple_doors.dm
+++ b/code/game/objects/structures/simple_doors.dm
@@ -33,7 +33,7 @@
/obj/structure/simple_door/proc/set_material(var/material_name)
if(!material_name)
- material_name = DEFAULT_WALL_MATERIAL
+ material_name = MAT_STEEL
material = get_material_by_name(material_name)
if(!material)
return
diff --git a/code/game/objects/structures/stool_bed_chair_nest/bed.dm b/code/game/objects/structures/stool_bed_chair_nest/bed.dm
index d6694fb551..bf9f6ecf2f 100644
--- a/code/game/objects/structures/stool_bed_chair_nest/bed.dm
+++ b/code/game/objects/structures/stool_bed_chair_nest/bed.dm
@@ -26,7 +26,7 @@
..(newloc)
color = null
if(!new_material)
- new_material = DEFAULT_WALL_MATERIAL
+ new_material = MAT_STEEL
material = get_material_by_name(new_material)
if(!istype(material))
qdel(src)
diff --git a/code/game/objects/structures/stool_bed_chair_nest/chairs_vr.dm b/code/game/objects/structures/stool_bed_chair_nest/chairs_vr.dm
index 0d5f8f45a5..7f9e62075e 100644
--- a/code/game/objects/structures/stool_bed_chair_nest/chairs_vr.dm
+++ b/code/game/objects/structures/stool_bed_chair_nest/chairs_vr.dm
@@ -221,7 +221,7 @@
add_overlay(I)
/obj/structure/bed/chair/bay/comfy/captain/New(var/newloc, var/new_material, var/new_padding_material)
- ..(newloc, DEFAULT_WALL_MATERIAL, "blue")
+ ..(newloc, MAT_STEEL, "blue")
/obj/structure/bed/chair/bay/shuttle
name = "shuttle seat"
@@ -233,7 +233,7 @@
var/padding = "blue"
/obj/structure/bed/chair/bay/shuttle/New(var/newloc, var/new_material, var/new_padding_material)
- ..(newloc, DEFAULT_WALL_MATERIAL, padding)
+ ..(newloc, MAT_STEEL, padding)
/obj/structure/bed/chair/bay/shuttle/post_buckle_mob()
playsound(src,buckling_sound,75,1)
diff --git a/code/game/objects/structures/stool_bed_chair_nest/stools.dm b/code/game/objects/structures/stool_bed_chair_nest/stools.dm
index 48cd83a03d..5f77d31022 100644
--- a/code/game/objects/structures/stool_bed_chair_nest/stools.dm
+++ b/code/game/objects/structures/stool_bed_chair_nest/stools.dm
@@ -21,7 +21,7 @@ var/global/list/stool_cache = list() //haha stool
/obj/item/weapon/stool/New(var/newloc, var/new_material, var/new_padding_material)
..(newloc)
if(!new_material)
- new_material = DEFAULT_WALL_MATERIAL
+ new_material = MAT_STEEL
material = get_material_by_name(new_material)
if(new_padding_material)
padding_material = get_material_by_name(new_padding_material)
diff --git a/code/modules/assembly/assembly.dm b/code/modules/assembly/assembly.dm
index 8cb1f9c0e5..1a0b58bdc9 100644
--- a/code/modules/assembly/assembly.dm
+++ b/code/modules/assembly/assembly.dm
@@ -4,7 +4,7 @@
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = ""
w_class = ITEMSIZE_SMALL
- matter = list(DEFAULT_WALL_MATERIAL = 100)
+ matter = list(MAT_STEEL = 100)
throwforce = 2
throw_speed = 3
throw_range = 10
diff --git a/code/modules/assembly/igniter.dm b/code/modules/assembly/igniter.dm
index a53fbad0ec..8b45b84084 100644
--- a/code/modules/assembly/igniter.dm
+++ b/code/modules/assembly/igniter.dm
@@ -3,7 +3,7 @@
desc = "A small electronic device able to ignite combustable substances."
icon_state = "igniter"
origin_tech = list(TECH_MAGNET = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 500, MAT_GLASS = 50)
+ matter = list(MAT_STEEL = 500, MAT_GLASS = 50)
secured = 1
wires = WIRE_RECEIVE
diff --git a/code/modules/assembly/infrared.dm b/code/modules/assembly/infrared.dm
index b9a8302aa1..67bf2c851c 100644
--- a/code/modules/assembly/infrared.dm
+++ b/code/modules/assembly/infrared.dm
@@ -5,7 +5,7 @@
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
origin_tech = list(TECH_MAGNET = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_GLASS = 500)
+ matter = list(MAT_STEEL = 1000, MAT_GLASS = 500)
wires = WIRE_PULSE
diff --git a/code/modules/assembly/mousetrap.dm b/code/modules/assembly/mousetrap.dm
index 7dc4ac7166..31f4ca5244 100644
--- a/code/modules/assembly/mousetrap.dm
+++ b/code/modules/assembly/mousetrap.dm
@@ -3,7 +3,7 @@
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
origin_tech = list(TECH_COMBAT = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 100)
+ matter = list(MAT_STEEL = 100)
var/armed = 0
diff --git a/code/modules/assembly/proximity.dm b/code/modules/assembly/proximity.dm
index 566ba320e4..cc74445993 100644
--- a/code/modules/assembly/proximity.dm
+++ b/code/modules/assembly/proximity.dm
@@ -3,7 +3,7 @@
desc = "Used for scanning and alerting when someone enters a certain proximity."
icon_state = "prox"
origin_tech = list(TECH_MAGNET = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 800, MAT_GLASS = 200)
+ matter = list(MAT_STEEL = 800, MAT_GLASS = 200)
wires = WIRE_PULSE
secured = 0
diff --git a/code/modules/assembly/signaler.dm b/code/modules/assembly/signaler.dm
index 91cea6b775..daca806f2d 100644
--- a/code/modules/assembly/signaler.dm
+++ b/code/modules/assembly/signaler.dm
@@ -4,7 +4,7 @@
icon_state = "signaller"
item_state = "signaler"
origin_tech = list(TECH_MAGNET = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_GLASS = 200)
+ matter = list(MAT_STEEL = 1000, MAT_GLASS = 200)
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
secured = TRUE
diff --git a/code/modules/assembly/timer.dm b/code/modules/assembly/timer.dm
index 5a0109a031..33fefb58bf 100644
--- a/code/modules/assembly/timer.dm
+++ b/code/modules/assembly/timer.dm
@@ -3,7 +3,7 @@
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
icon_state = "timer"
origin_tech = list(TECH_MAGNET = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 500, MAT_GLASS = 50)
+ matter = list(MAT_STEEL = 500, MAT_GLASS = 50)
wires = WIRE_PULSE
diff --git a/code/modules/assembly/voice.dm b/code/modules/assembly/voice.dm
index e0d383e223..66026a7993 100644
--- a/code/modules/assembly/voice.dm
+++ b/code/modules/assembly/voice.dm
@@ -3,7 +3,7 @@
desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
icon_state = "voice"
origin_tech = list(TECH_MAGNET = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 500, MAT_GLASS = 50)
+ matter = list(MAT_STEEL = 500, MAT_GLASS = 50)
var/listening = 0
var/recorded //the activation message
diff --git a/code/modules/clothing/glasses/glasses.dm b/code/modules/clothing/glasses/glasses.dm
index bd08560380..a659a02322 100644
--- a/code/modules/clothing/glasses/glasses.dm
+++ b/code/modules/clothing/glasses/glasses.dm
@@ -344,7 +344,7 @@ BLIND // can't see anything
icon_state = "welding-g"
item_state_slots = list(slot_r_hand_str = "welding-g", slot_l_hand_str = "welding-g")
action_button_name = "Flip Welding Goggles"
- matter = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 1000)
+ matter = list(MAT_STEEL = 1500, MAT_GLASS = 1000)
item_flags = AIRTIGHT
var/up = 0
flash_protection = FLASH_PROTECTION_MAJOR
diff --git a/code/modules/clothing/gloves/miscellaneous.dm b/code/modules/clothing/gloves/miscellaneous.dm
index e2029c3c49..3abb4c223f 100644
--- a/code/modules/clothing/gloves/miscellaneous.dm
+++ b/code/modules/clothing/gloves/miscellaneous.dm
@@ -125,7 +125,7 @@
name = "knuckle dusters"
desc = "A pair of brass knuckles. Generally used to enhance the user's punches."
icon_state = "knuckledusters"
- matter = list(DEFAULT_WALL_MATERIAL = 500)
+ matter = list(MAT_STEEL = 500)
attack_verb = list("punched", "beaten", "struck")
flags = THICKMATERIAL // Stops rings from increasing hit strength
siemens_coefficient = 1
diff --git a/code/modules/clothing/head/misc.dm b/code/modules/clothing/head/misc.dm
index 0d567bb7e8..8636b5b606 100644
--- a/code/modules/clothing/head/misc.dm
+++ b/code/modules/clothing/head/misc.dm
@@ -42,7 +42,7 @@
name = "magnetic 'pin'"
addblends = null
desc = "Finally, a hair pin even a Morpheus chassis can use."
- matter = list(DEFAULT_WALL_MATERIAL = 10)
+ matter = list(MAT_STEEL = 10)
/obj/item/clothing/head/pin/flower
name = "red flower pin"
diff --git a/code/modules/clothing/head/misc_special.dm b/code/modules/clothing/head/misc_special.dm
index f2465ab58c..780333ae7e 100644
--- a/code/modules/clothing/head/misc_special.dm
+++ b/code/modules/clothing/head/misc_special.dm
@@ -18,7 +18,7 @@
desc = "A head-mounted face cover designed to protect the wearer completely from space-arc eye."
icon_state = "welding"
item_state_slots = list(slot_r_hand_str = "welding", slot_l_hand_str = "welding")
- matter = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000)
+ matter = list(MAT_STEEL = 3000, MAT_GLASS = 1000)
var/up = 0
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
diff --git a/code/modules/clothing/rings/material.dm b/code/modules/clothing/rings/material.dm
index 355d6acf58..3607b6bc8a 100644
--- a/code/modules/clothing/rings/material.dm
+++ b/code/modules/clothing/rings/material.dm
@@ -7,7 +7,7 @@
/obj/item/clothing/gloves/ring/material/New(var/newloc, var/new_material)
..(newloc)
if(!new_material)
- new_material = DEFAULT_WALL_MATERIAL
+ new_material = MAT_STEEL
material = get_material_by_name(new_material)
if(!istype(material))
qdel(src)
diff --git a/code/modules/clothing/spacesuits/breaches.dm b/code/modules/clothing/spacesuits/breaches.dm
index 12bd3e7f0b..6f23f2b57f 100644
--- a/code/modules/clothing/spacesuits/breaches.dm
+++ b/code/modules/clothing/spacesuits/breaches.dm
@@ -181,7 +181,7 @@ var/global/list/breach_burn_descriptors = list(
if(istype(W,/obj/item/stack/material))
var/repair_power = 0
switch(W.get_material_name())
- if(DEFAULT_WALL_MATERIAL)
+ if(MAT_STEEL)
repair_power = 2
if("plastic")
repair_power = 1
diff --git a/code/modules/clothing/spacesuits/rig/modules/modules.dm b/code/modules/clothing/spacesuits/rig/modules/modules.dm
index dc8a31c8e6..fe2176215a 100644
--- a/code/modules/clothing/spacesuits/rig/modules/modules.dm
+++ b/code/modules/clothing/spacesuits/rig/modules/modules.dm
@@ -13,7 +13,7 @@
desc = "It looks pretty sciency."
icon = 'icons/obj/rig_modules.dmi'
icon_state = "module"
- matter = list(DEFAULT_WALL_MATERIAL = 20000, "plastic" = 30000, "glass" = 5000)
+ matter = list(MAT_STEEL = 20000, MAT_PLASTIC = 30000, MAT_GLASS = 5000)
var/damage = 0
var/obj/item/weapon/rig/holder
diff --git a/code/modules/clothing/under/accessories/accessory.dm b/code/modules/clothing/under/accessories/accessory.dm
index 668c3e272c..3b4001154c 100644
--- a/code/modules/clothing/under/accessories/accessory.dm
+++ b/code/modules/clothing/under/accessories/accessory.dm
@@ -398,7 +398,7 @@
/obj/item/clothing/accessory/bracelet/material/New(var/newloc, var/new_material)
..(newloc)
if(!new_material)
- new_material = DEFAULT_WALL_MATERIAL
+ new_material = MAT_STEEL
material = get_material_by_name(new_material)
if(!istype(material))
qdel(src)
diff --git a/code/modules/clothing/under/accessories/accessory_vr.dm b/code/modules/clothing/under/accessories/accessory_vr.dm
index 9cb4a6dab0..aa76755117 100644
--- a/code/modules/clothing/under/accessories/accessory_vr.dm
+++ b/code/modules/clothing/under/accessories/accessory_vr.dm
@@ -288,7 +288,7 @@
icon_state = "collar_holo"
item_state = "collar_holo"
overlay_state = "collar_holo"
- matter = list(DEFAULT_WALL_MATERIAL = 50)
+ matter = list(MAT_STEEL = 50)
/obj/item/clothing/accessory/collar/holo/indigestible
desc = "A special variety of the holo-collar that seems to be made of a very durable fabric that fits around the neck."
diff --git a/code/modules/detectivework/tools/uvlight.dm b/code/modules/detectivework/tools/uvlight.dm
index c59b3cb578..ba316f8997 100644
--- a/code/modules/detectivework/tools/uvlight.dm
+++ b/code/modules/detectivework/tools/uvlight.dm
@@ -6,7 +6,7 @@
w_class = ITEMSIZE_SMALL
item_state = "electronic"
action_button_name = "Toggle UV light"
- matter = list(DEFAULT_WALL_MATERIAL = 150)
+ matter = list(MAT_STEEL = 150)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
var/list/scanned = list()
diff --git a/code/modules/economy/mint.dm b/code/modules/economy/mint.dm
index e3e72693fe..8417663150 100644
--- a/code/modules/economy/mint.dm
+++ b/code/modules/economy/mint.dm
@@ -15,7 +15,7 @@
var/amt_uranium = 0
var/newCoins = 0 //how many coins the machine made in it's last load
var/processing = 0
- var/chosen = DEFAULT_WALL_MATERIAL //which material will be used to make coins
+ var/chosen = MAT_STEEL //which material will be used to make coins
var/coinsToProduce = 10
@@ -50,7 +50,7 @@
amt_phoron += 100 * O.get_amount()
if("uranium")
amt_uranium += 100 * O.get_amount()
- if(DEFAULT_WALL_MATERIAL)
+ if(MAT_STEEL)
amt_iron += 100 * O.get_amount()
else
processed = 0
@@ -79,7 +79,7 @@
else
dat += text("Choose")
dat += text("
Iron inserted: [amt_iron] ")
- if (chosen == DEFAULT_WALL_MATERIAL)
+ if (chosen == MAT_STEEL)
dat += text("chosen")
else
dat += text("Choose")
@@ -131,7 +131,7 @@
icon_state = "coinpress1"
var/obj/item/weapon/moneybag/M
switch(chosen)
- if(DEFAULT_WALL_MATERIAL)
+ if(MAT_STEEL)
while(amt_iron > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
diff --git a/code/modules/food/drinkingglass/drinkingglass.dm b/code/modules/food/drinkingglass/drinkingglass.dm
index a83c869495..1ef6ebfdcd 100644
--- a/code/modules/food/drinkingglass/drinkingglass.dm
+++ b/code/modules/food/drinkingglass/drinkingglass.dm
@@ -25,7 +25,7 @@
possible_transfer_amounts = list(5,10,15,30)
flags = OPENCONTAINER
- matter = list("glass" = 60)
+ matter = list(MAT_GLASS = 60)
/obj/item/weapon/reagent_containers/food/drinks/glass2/examine(mob/M as mob)
. = ..()
diff --git a/code/modules/food/drinkingglass/glass_types.dm b/code/modules/food/drinkingglass/glass_types.dm
index a0d484ddab..a05216ea1e 100644
--- a/code/modules/food/drinkingglass/glass_types.dm
+++ b/code/modules/food/drinkingglass/glass_types.dm
@@ -7,7 +7,7 @@
volume = 30
possible_transfer_amounts = list(5,10,15,30)
rim_pos = list(23,13,20) // y, x0, x1
- matter = list("glass" = 60)
+ matter = list(MAT_GLASS = 60)
/obj/item/weapon/reagent_containers/food/drinks/glass2/rocks
name = "rocks glass"
@@ -17,7 +17,7 @@
volume = 20
possible_transfer_amounts = list(5,10,20)
rim_pos = list(21, 10, 23)
- matter = list("glass" = 40)
+ matter = list(MAT_GLASS = 40)
/obj/item/weapon/reagent_containers/food/drinks/glass2/shake
name = "milkshake glass"
@@ -27,7 +27,7 @@
volume = 30
possible_transfer_amounts = list(5,10,15,30)
rim_pos = list(25, 13, 21)
- matter = list("glass" = 30)
+ matter = list(MAT_GLASS = 30)
/obj/item/weapon/reagent_containers/food/drinks/glass2/cocktail
name = "cocktail glass"
@@ -37,7 +37,7 @@
volume = 15
possible_transfer_amounts = list(5,10,15)
rim_pos = list(22, 13, 21)
- matter = list("glass" = 30)
+ matter = list(MAT_GLASS = 30)
/obj/item/weapon/reagent_containers/food/drinks/glass2/shot
name = "shot glass"
@@ -47,7 +47,7 @@
volume = 5
possible_transfer_amounts = list(1,2,5)
rim_pos = list(17, 13, 21)
- matter = list("glass" = 10)
+ matter = list(MAT_GLASS = 10)
/obj/item/weapon/reagent_containers/food/drinks/glass2/pint
name = "pint glass"
@@ -57,7 +57,7 @@
volume = 60
possible_transfer_amounts = list(5,10,15,30,60)
rim_pos = list(25, 12, 21)
- matter = list("glass" = 120)
+ matter = list(MAT_GLASS = 120)
/obj/item/weapon/reagent_containers/food/drinks/glass2/mug
name = "glass mug"
@@ -67,7 +67,7 @@
volume = 40
possible_transfer_amounts = list(5,10,20,40)
rim_pos = list(22, 12, 20)
- matter = list("glass" = 80)
+ matter = list(MAT_GLASS = 80)
/obj/item/weapon/reagent_containers/food/drinks/glass2/wine
name = "wine glass"
@@ -77,4 +77,4 @@
volume = 25
possible_transfer_amounts = list(5, 10, 15, 25)
rim_pos = list(25, 12, 21)
- matter = list("glass" = 50)
\ No newline at end of file
+ matter = list(MAT_GLASS = 50)
\ No newline at end of file
diff --git a/code/modules/food/drinkingglass/metaglass.dm b/code/modules/food/drinkingglass/metaglass.dm
index 0301170db4..b8167f10bb 100644
--- a/code/modules/food/drinkingglass/metaglass.dm
+++ b/code/modules/food/drinkingglass/metaglass.dm
@@ -6,7 +6,7 @@
volume = 30
unacidable = 1 //glass
center_of_mass = list("x"=16, "y"=10)
- matter = list("glass" = 500)
+ matter = list(MAT_GLASS = 500)
icon = 'icons/obj/drinks.dmi'
/obj/item/weapon/reagent_containers/food/drinks/metaglass/metapint
diff --git a/code/modules/food/drinkingglass/serving_glasses.dm b/code/modules/food/drinkingglass/serving_glasses.dm
index 16c0c15cc9..70135477eb 100644
--- a/code/modules/food/drinkingglass/serving_glasses.dm
+++ b/code/modules/food/drinkingglass/serving_glasses.dm
@@ -6,7 +6,7 @@
filling_states = list(10, 20, 30, 40, 50, 60, 70, 80, 90, 100)
volume = 120
possible_transfer_amounts = list(5,15,30)
- matter = list("glass" = 50)
+ matter = list(MAT_GLASS = 50)
/obj/item/weapon/reagent_containers/food/drinks/glass2/pitcher
name = "plastic pitcher"
@@ -16,5 +16,5 @@
filling_states = list(15, 30, 50, 70, 85, 100)
volume = 120
possible_transfer_amounts = list(5,15,30)
- matter = list("plastic" = 50)
+ matter = list(MAT_PLASTIC = 50)
\ No newline at end of file
diff --git a/code/modules/food/drinkingglass/shaker.dm b/code/modules/food/drinkingglass/shaker.dm
index 2cde81d562..1fa37e0b67 100644
--- a/code/modules/food/drinkingglass/shaker.dm
+++ b/code/modules/food/drinkingglass/shaker.dm
@@ -5,7 +5,7 @@
icon_state = "fitness-cup_black"
base_icon = "fitness-cup"
volume = 100
- matter = list("plastic" = 2000)
+ matter = list(MAT_PLASTIC = 2000)
filling_states = list(10,20,30,40,50,60,70,80,90,100)
possible_transfer_amounts = list(5, 10, 15, 25)
rim_pos = null // no fruit slices
diff --git a/code/modules/food/food/drinks/drinkingglass.dm b/code/modules/food/food/drinks/drinkingglass.dm
index b818663d86..92609ebbd4 100644
--- a/code/modules/food/food/drinks/drinkingglass.dm
+++ b/code/modules/food/food/drinks/drinkingglass.dm
@@ -8,7 +8,7 @@
volume = 30
unacidable = 1 //glass
center_of_mass = list("x"=16, "y"=10)
- matter = list("glass" = 500)
+ matter = list(MAT_GLASS = 500)
/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/on_reagent_change()
if (!length(reagents?.reagent_list))
@@ -101,7 +101,7 @@
icon_state = "shotglass"
amount_per_transfer_from_this = 10
volume = 10
- matter = list("glass" = 175)
+ matter = list(MAT_GLASS = 175)
/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/on_reagent_change()
cut_overlays()
@@ -125,7 +125,7 @@
desc = "Big enough to contain enough protein to get perfectly swole. Don't mind the bits."
icon_state = "fitness-cup_black"
volume = 100
- matter = list("plastic" = 2000)
+ matter = list(MAT_PLASTIC = 2000)
/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/fitnessflask/Initialize()
. = ..()
diff --git a/code/modules/integrated_electronics/core/printer.dm b/code/modules/integrated_electronics/core/printer.dm
index 173e81adea..9970f1dd5f 100644
--- a/code/modules/integrated_electronics/core/printer.dm
+++ b/code/modules/integrated_electronics/core/printer.dm
@@ -36,7 +36,7 @@
/obj/item/device/integrated_circuit_printer/attackby(var/obj/item/O, var/mob/user)
if(istype(O,/obj/item/stack/material))
var/obj/item/stack/material/stack = O
- if(stack.material.name == DEFAULT_WALL_MATERIAL)
+ if(stack.material.name == MAT_STEEL)
if(debug)
to_chat(user, span("warning", "\The [src] does not need any material."))
return
diff --git a/code/modules/materials/materials/glass.dm b/code/modules/materials/materials/glass.dm
index 6ce5434bcf..dd1f09821e 100644
--- a/code/modules/materials/materials/glass.dm
+++ b/code/modules/materials/materials/glass.dm
@@ -106,7 +106,7 @@
hardness = 40
weight = 30
stack_origin_tech = list(TECH_MATERIAL = 2)
- composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2, "glass" = SHEET_MATERIAL_AMOUNT)
+ composite_material = list(MAT_STEEL = SHEET_MATERIAL_AMOUNT / 2, MAT_GLASS = SHEET_MATERIAL_AMOUNT)
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
created_window = /obj/structure/window/reinforced
created_fulltile_window = /obj/structure/window/reinforced/full
@@ -139,5 +139,5 @@
hardness = 40
weight = 30
stack_origin_tech = list(TECH_MATERIAL = 2)
- composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2, "borosilicate glass" = SHEET_MATERIAL_AMOUNT)
+ composite_material = list(MAT_STEEL = SHEET_MATERIAL_AMOUNT / 2, "borosilicate glass" = SHEET_MATERIAL_AMOUNT)
rod_product = null
diff --git a/code/modules/materials/materials/glass_vr.dm b/code/modules/materials/materials/glass_vr.dm
index 9d7cd81879..d20e0575f3 100644
--- a/code/modules/materials/materials/glass_vr.dm
+++ b/code/modules/materials/materials/glass_vr.dm
@@ -13,7 +13,7 @@
created_fulltile_window = /obj/structure/window/titanium/full
wire_product = null
rod_product = /obj/item/stack/material/glass/titanium
- composite_material = list(MAT_TITANIUM = SHEET_MATERIAL_AMOUNT, "glass" = SHEET_MATERIAL_AMOUNT)
+ composite_material = list(MAT_TITANIUM = SHEET_MATERIAL_AMOUNT, MAT_GLASS = SHEET_MATERIAL_AMOUNT)
/datum/material/glass/plastaniumglass
name = MAT_PLASTITANIUMGLASS
@@ -30,4 +30,4 @@
created_fulltile_window = /obj/structure/window/plastitanium/full
wire_product = null
rod_product = /obj/item/stack/material/glass/plastitanium
- composite_material = list(MAT_PLASTITANIUM = SHEET_MATERIAL_AMOUNT, "glass" = SHEET_MATERIAL_AMOUNT)
+ composite_material = list(MAT_PLASTITANIUM = SHEET_MATERIAL_AMOUNT, MAT_GLASS = SHEET_MATERIAL_AMOUNT)
diff --git a/code/modules/materials/materials/holographic.dm b/code/modules/materials/materials/holographic.dm
index ff6474ec1e..1d2501fa63 100644
--- a/code/modules/materials/materials/holographic.dm
+++ b/code/modules/materials/materials/holographic.dm
@@ -1,6 +1,6 @@
/datum/material/steel/holographic
- name = "holo" + DEFAULT_WALL_MATERIAL
- display_name = DEFAULT_WALL_MATERIAL
+ name = "holo" + MAT_STEEL
+ display_name = MAT_STEEL
stack_type = null
shard_type = SHARD_NONE
diff --git a/code/modules/materials/materials/metals/plasteel.dm b/code/modules/materials/materials/metals/plasteel.dm
index 6fc7ed29de..0c436efded 100644
--- a/code/modules/materials/materials/metals/plasteel.dm
+++ b/code/modules/materials/materials/metals/plasteel.dm
@@ -12,7 +12,7 @@
protectiveness = 20 // 50%
conductivity = 13 // For the purposes of balance.
stack_origin_tech = list(TECH_MATERIAL = 2)
- composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
+ composite_material = list(MAT_STEEL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
supply_conversion_value = 6
/datum/material/plasteel/generate_recipes()
diff --git a/code/modules/materials/materials/metals/steel.dm b/code/modules/materials/materials/metals/steel.dm
index d8836af8c7..ca63d24b9c 100644
--- a/code/modules/materials/materials/metals/steel.dm
+++ b/code/modules/materials/materials/metals/steel.dm
@@ -1,5 +1,5 @@
/datum/material/steel
- name = DEFAULT_WALL_MATERIAL
+ name = MAT_STEEL
stack_type = /obj/item/stack/material/steel
integrity = 150
conductivity = 11 // Assuming this is carbon steel, it would actually be slightly less conductive than iron, but lets ignore that.
diff --git a/code/modules/materials/sheets/_sheets.dm b/code/modules/materials/sheets/_sheets.dm
index 7572d0e654..ddc815bbae 100644
--- a/code/modules/materials/sheets/_sheets.dm
+++ b/code/modules/materials/sheets/_sheets.dm
@@ -13,7 +13,7 @@
slot_r_hand_str = 'icons/mob/items/righthand_material.dmi',
)
- var/default_type = DEFAULT_WALL_MATERIAL
+ var/default_type = MAT_STEEL
var/datum/material/material
var/perunit = SHEET_MATERIAL_AMOUNT
var/apply_colour //temp pending icon rewrite
@@ -26,7 +26,7 @@
randpixel_xy()
if(!default_type)
- default_type = DEFAULT_WALL_MATERIAL
+ default_type = MAT_STEEL
material = get_material_by_name("[default_type]")
if(!material)
return INITIALIZE_HINT_QDEL
diff --git a/code/modules/materials/sheets/metals/metal.dm b/code/modules/materials/sheets/metals/metal.dm
index bbad559c12..1994b58c21 100644
--- a/code/modules/materials/sheets/metals/metal.dm
+++ b/code/modules/materials/sheets/metals/metal.dm
@@ -1,7 +1,7 @@
/obj/item/stack/material/steel
- name = DEFAULT_WALL_MATERIAL
+ name = MAT_STEEL
icon_state = "sheet-refined"
- default_type = DEFAULT_WALL_MATERIAL
+ default_type = MAT_STEEL
no_variants = FALSE
apply_colour = TRUE
diff --git a/code/modules/materials/sheets/metals/rods.dm b/code/modules/materials/sheets/metals/rods.dm
index 42aff5d096..318ec68626 100644
--- a/code/modules/materials/sheets/metals/rods.dm
+++ b/code/modules/materials/sheets/metals/rods.dm
@@ -10,7 +10,7 @@
throw_range = 20
drop_sound = 'sound/items/drop/metalweapon.ogg'
pickup_sound = 'sound/items/pickup/metalweapon.ogg'
- matter = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2)
+ matter = list(MAT_STEEL = SHEET_MATERIAL_AMOUNT / 2)
max_amount = 60
attack_verb = list("hit", "bludgeoned", "whacked")
diff --git a/code/modules/mining/alloys.dm b/code/modules/mining/alloys.dm
index 5601a586a1..219a2becdb 100644
--- a/code/modules/mining/alloys.dm
+++ b/code/modules/mining/alloys.dm
@@ -30,7 +30,7 @@
product = /obj/item/stack/material/plasteel
/datum/alloy/steel
- metaltag = DEFAULT_WALL_MATERIAL
+ metaltag = MAT_STEEL
requires = list(
"carbon" = 1,
"hematite" = 1
diff --git a/code/modules/mining/drilling/scanner.dm b/code/modules/mining/drilling/scanner.dm
index 0c8c30e126..302216b8d4 100644
--- a/code/modules/mining/drilling/scanner.dm
+++ b/code/modules/mining/drilling/scanner.dm
@@ -5,7 +5,7 @@
icon_state = "deep_scan_device"
item_state = "electronic"
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 150)
+ matter = list(MAT_STEEL = 150)
var/scan_time = 2 SECONDS
var/range = 2
var/exact = FALSE
@@ -74,7 +74,7 @@
desc = "An advanced device used to locate ore deep underground."
description_info = "This scanner has variable range, you can use the Set Scanner Range verb, or alt+click the device. Drills dig in 5x5."
origin_tech = list(TECH_MAGNET = 4, TECH_ENGINEERING = 4)
- matter = list(DEFAULT_WALL_MATERIAL = 150)
+ matter = list(MAT_STEEL = 150)
scan_time = 0.5 SECONDS
exact = TRUE
diff --git a/code/modules/mining/mine_items.dm b/code/modules/mining/mine_items.dm
index e43a6e8d9b..dc12d0c61a 100644
--- a/code/modules/mining/mine_items.dm
+++ b/code/modules/mining/mine_items.dm
@@ -19,7 +19,7 @@
icon_state = "pickaxe"
item_state = "jackhammer"
w_class = ITEMSIZE_LARGE
- matter = list(DEFAULT_WALL_MATERIAL = 3750)
+ matter = list(MAT_STEEL = 3750)
var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO
var/sand_dig = FALSE // does this thing dig sand?
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
@@ -122,7 +122,7 @@
item_state = "shovel"
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 50)
+ matter = list(MAT_STEEL = 50)
attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked")
sharp = 0
edge = 1
diff --git a/code/modules/mining/shelter_atoms_vr.dm b/code/modules/mining/shelter_atoms_vr.dm
index 563154e475..433ab5f342 100644
--- a/code/modules/mining/shelter_atoms_vr.dm
+++ b/code/modules/mining/shelter_atoms_vr.dm
@@ -202,7 +202,7 @@ GLOBAL_LIST_EMPTY(unique_deployable)
icon_state = "table"
/obj/structure/table/survival_pod/New()
- material = get_material_by_name(DEFAULT_WALL_MATERIAL)
+ material = get_material_by_name(MAT_STEEL)
verbs -= /obj/structure/table/verb/do_flip
verbs -= /obj/structure/table/proc/do_put
..()
@@ -253,7 +253,7 @@ GLOBAL_LIST_EMPTY(unique_deployable)
icon_state = "bed"
/obj/structure/bed/pod/New(var/newloc)
- ..(newloc,DEFAULT_WALL_MATERIAL,"cotton")
+ ..(newloc,MAT_STEEL,"cotton")
//Survival Storage Unit
/obj/machinery/smartfridge/survival_pod
diff --git a/code/modules/mob/living/bot/floorbot.dm b/code/modules/mob/living/bot/floorbot.dm
index c433f64f85..f525230124 100644
--- a/code/modules/mob/living/bot/floorbot.dm
+++ b/code/modules/mob/living/bot/floorbot.dm
@@ -278,7 +278,7 @@
update_icons()
else if(istype(A, /obj/item/stack/material) && amount + 4 <= maxAmount)
var/obj/item/stack/material/M = A
- if(M.get_material_name() == DEFAULT_WALL_MATERIAL)
+ if(M.get_material_name() == MAT_STEEL)
visible_message("\The [src] begins to make tiles.")
busy = 1
update_icons()
diff --git a/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_blob.dm b/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_blob.dm
index 93cc04b2db..6fc91490d3 100644
--- a/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_blob.dm
+++ b/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_blob.dm
@@ -239,7 +239,7 @@
/mob/living/simple_mob/protean_blob/Life()
. = ..()
if(. && istype(refactory) && humanform)
- if(!healing && (human_brute || human_burn) && refactory.get_stored_material(DEFAULT_WALL_MATERIAL) >= 100)
+ if(!healing && (human_brute || human_burn) && refactory.get_stored_material(MAT_STEEL) >= 100)
healing = humanform.add_modifier(/datum/modifier/protean/steel, origin = refactory)
else if(healing && !(human_brute || human_burn))
healing.expire()
diff --git a/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_powers.dm b/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_powers.dm
index eedfa18460..474c38b848 100644
--- a/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_powers.dm
+++ b/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_powers.dm
@@ -28,13 +28,13 @@
//Organ is missing, needs restoring
if(!organs_by_name[choice] || istype(organs_by_name[choice], /obj/item/organ/external/stump)) //allows limb stumps to regenerate like removed limbs.
- if(refactory.get_stored_material(DEFAULT_WALL_MATERIAL) < PER_LIMB_STEEL_COST)
+ if(refactory.get_stored_material(MAT_STEEL) < PER_LIMB_STEEL_COST)
to_chat(src,"You're missing that limb, and need to store at least [PER_LIMB_STEEL_COST] steel to regenerate it.")
return
var/regen = tgui_alert(src,"That limb is missing, do you want to regenerate it in exchange for [PER_LIMB_STEEL_COST] steel?","Regenerate limb?",list("Yes","No"))
if(regen != "Yes")
return
- if(!refactory.use_stored_material(DEFAULT_WALL_MATERIAL,PER_LIMB_STEEL_COST))
+ if(!refactory.use_stored_material(MAT_STEEL,PER_LIMB_STEEL_COST))
return
if(organs_by_name[choice])
var/obj/item/organ/external/oldlimb = organs_by_name[choice]
@@ -244,7 +244,7 @@
return
//Not enough resources (AND spends the resources, should be the last check)
- if(!refactory.use_stored_material(DEFAULT_WALL_MATERIAL,refactory.max_storage))
+ if(!refactory.use_stored_material(MAT_STEEL,refactory.max_storage))
to_chat(src, "You need to be maxed out on normal metal to do this!")
return
diff --git a/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_species.dm b/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_species.dm
index 6eecee8a25..2a208e43c7 100755
--- a/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_species.dm
+++ b/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_species.dm
@@ -244,7 +244,7 @@ CHOMP Station removal end*/
/datum/modifier/protean
stacks = MODIFIER_STACK_FORBID
var/material_use = METAL_PER_TICK
- var/material_name = DEFAULT_WALL_MATERIAL
+ var/material_name = MAT_STEEL
/datum/modifier/protean/on_applied()
. = ..()
diff --git a/code/modules/mob/living/silicon/robot/analyzer.dm b/code/modules/mob/living/silicon/robot/analyzer.dm
index e946c7999c..6a24796d87 100644
--- a/code/modules/mob/living/silicon/robot/analyzer.dm
+++ b/code/modules/mob/living/silicon/robot/analyzer.dm
@@ -12,7 +12,7 @@
throw_speed = 5
throw_range = 10
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 1, TECH_ENGINEERING = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200)
+ matter = list(MAT_STEEL = 500, MAT_GLASS = 200)
var/mode = 1;
/obj/item/device/robotanalyzer/attack(mob/living/M as mob, mob/living/user as mob)
diff --git a/code/modules/mob/living/silicon/robot/component.dm b/code/modules/mob/living/silicon/robot/component.dm
index 2b626b1ce7..80f2120b98 100644
--- a/code/modules/mob/living/silicon/robot/component.dm
+++ b/code/modules/mob/living/silicon/robot/component.dm
@@ -212,7 +212,7 @@
name = "broken component"
icon = 'icons/obj/robot_component.dmi'
icon_state = "broken"
- matter = list(DEFAULT_WALL_MATERIAL = 1000)
+ matter = list(MAT_STEEL = 1000)
/obj/item/broken_device/random
var/list/possible_icons = list("binradio_broken",
diff --git a/code/modules/mob/living/silicon/robot/dogborg/dog_sleeper_vr.dm b/code/modules/mob/living/silicon/robot/dogborg/dog_sleeper_vr.dm
index 81d5f10171..64283b7f92 100644
--- a/code/modules/mob/living/silicon/robot/dogborg/dog_sleeper_vr.dm
+++ b/code/modules/mob/living/silicon/robot/dogborg/dog_sleeper_vr.dm
@@ -622,7 +622,7 @@
if(istype(T,/obj/item/stack))
var/obj/item/stack/stack = T
total_material *= stack.get_amount()
- if(material == DEFAULT_WALL_MATERIAL)
+ if(material == MAT_STEEL)
metal.add_charge(total_material)
if(material == "glass")
glass.add_charge(total_material)
diff --git a/code/modules/organs/subtypes/nano.dm b/code/modules/organs/subtypes/nano.dm
index a84573d35f..10d352ca46 100644
--- a/code/modules/organs/subtypes/nano.dm
+++ b/code/modules/organs/subtypes/nano.dm
@@ -102,7 +102,7 @@
organ_tag = O_FACT
parent_organ = BP_TORSO
- var/list/materials = list(DEFAULT_WALL_MATERIAL = 0)
+ var/list/materials = list(MAT_STEEL = 0)
var/max_storage = 10000
/obj/item/organ/internal/nano/refactory/proc/get_stored_material(var/material)
diff --git a/code/modules/paperwork/pen.dm b/code/modules/paperwork/pen.dm
index 7b9455d824..8cb60d4405 100644
--- a/code/modules/paperwork/pen.dm
+++ b/code/modules/paperwork/pen.dm
@@ -20,7 +20,7 @@
w_class = ITEMSIZE_TINY
throw_speed = 7
throw_range = 15
- matter = list(DEFAULT_WALL_MATERIAL = 10)
+ matter = list(MAT_STEEL = 10)
var/colour = "black" //what colour the ink is!
pressure_resistance = 2
drop_sound = 'sound/items/drop/accessory.ogg'
diff --git a/code/modules/paperwork/photography.dm b/code/modules/paperwork/photography.dm
index 6343cd0d19..f08d473757 100644
--- a/code/modules/paperwork/photography.dm
+++ b/code/modules/paperwork/photography.dm
@@ -128,7 +128,7 @@ var/global/photo_count = 0
item_state = "camera"
w_class = ITEMSIZE_SMALL
slot_flags = SLOT_BELT
- matter = list(DEFAULT_WALL_MATERIAL = 2000)
+ matter = list(MAT_STEEL = 2000)
var/pictures_max = 10
var/pictures_left = 10
var/on = 1
diff --git a/code/modules/paperwork/stamps.dm b/code/modules/paperwork/stamps.dm
index c09c6a6929..a1bd068f64 100644
--- a/code/modules/paperwork/stamps.dm
+++ b/code/modules/paperwork/stamps.dm
@@ -9,7 +9,7 @@
slot_flags = SLOT_HOLSTER
throw_speed = 7
throw_range = 15
- matter = list(DEFAULT_WALL_MATERIAL = 60)
+ matter = list(MAT_STEEL = 60)
pressure_resistance = 2
attack_verb = list("stamped")
drop_sound = 'sound/items/drop/device.ogg'
diff --git a/code/modules/power/antimatter/shielding.dm b/code/modules/power/antimatter/shielding.dm
index 428a95b365..8dfd12a296 100644
--- a/code/modules/power/antimatter/shielding.dm
+++ b/code/modules/power/antimatter/shielding.dm
@@ -194,7 +194,7 @@
throwforce = 5
throw_speed = 1
throw_range = 2
- matter = list(DEFAULT_WALL_MATERIAL = 100)
+ matter = list(MAT_STEEL = 100)
/obj/item/device/am_shielding_container/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/device/multitool) && istype(src.loc,/turf))
diff --git a/code/modules/power/cable.dm b/code/modules/power/cable.dm
index d3e2ece04b..cdc7f4343a 100644
--- a/code/modules/power/cable.dm
+++ b/code/modules/power/cable.dm
@@ -503,7 +503,7 @@ var/list/possible_cable_coil_colours = list(
w_class = ITEMSIZE_SMALL
throw_speed = 2
throw_range = 5
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 20)
slot_flags = SLOT_BELT
item_state = "coil"
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
@@ -948,7 +948,7 @@ var/list/possible_cable_coil_colours = list(
w_class = ITEMSIZE_SMALL
throw_speed = 2
throw_range = 5
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 20)
slot_flags = SLOT_BELT
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
stacktype = null
diff --git a/code/modules/power/cell.dm b/code/modules/power/cell.dm
index c2add958a3..aa37003520 100644
--- a/code/modules/power/cell.dm
+++ b/code/modules/power/cell.dm
@@ -24,7 +24,7 @@
var/charge_amount = 25 // How much power to give, if self_recharge is true. The number is in absolute cell charge, as it gets divided by CELLRATE later.
var/last_use = 0 // A tracker for use in self-charging
var/charge_delay = 0 // How long it takes for the cell to start recharging after last use
- matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
+ matter = list(MAT_STEEL = 700, MAT_GLASS = 50)
drop_sound = 'sound/items/drop/component.ogg'
pickup_sound = 'sound/items/pickup/component.ogg'
diff --git a/code/modules/power/cells/device_cells.dm b/code/modules/power/cells/device_cells.dm
index 383d087315..838ca7b478 100644
--- a/code/modules/power/cells/device_cells.dm
+++ b/code/modules/power/cells/device_cells.dm
@@ -10,7 +10,7 @@
throw_range = 7
maxcharge = 480
charge_amount = 5
- matter = list("metal" = 350, "glass" = 50)
+ matter = list(MAT_STEEL = 350, MAT_GLASS = 50)
preserve_item = 1
//Yawn changes
diff --git a/code/modules/power/cells/esoteric_cells.dm b/code/modules/power/cells/esoteric_cells.dm
index e595a04a8c..a37fd22050 100644
--- a/code/modules/power/cells/esoteric_cells.dm
+++ b/code/modules/power/cells/esoteric_cells.dm
@@ -5,7 +5,7 @@
origin_tech = list(TECH_POWER = 2)
icon_state = "exs_m"
maxcharge = 10000
- matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_GLASS = 80, MAT_SILVER = 100)
+ matter = list(MAT_STEEL = 1000, MAT_GLASS = 80, MAT_SILVER = 100)
self_recharge = TRUE
charge_amount = 150
diff --git a/code/modules/power/cells/power_cells.dm b/code/modules/power/cells/power_cells.dm
index 2cdbbc0ea8..09831fd42e 100644
--- a/code/modules/power/cells/power_cells.dm
+++ b/code/modules/power/cells/power_cells.dm
@@ -4,7 +4,7 @@
origin_tech = list(TECH_POWER = 0)
icon_state = "s_st"
maxcharge = 500
- matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
+ matter = list(MAT_STEEL = 700, MAT_GLASS = 40)
/obj/item/weapon/cell/crap/empty/New()
..()
@@ -15,7 +15,7 @@
origin_tech = list(TECH_POWER = 0)
icon_state = "meb_s_st"
maxcharge = 600 //600 max charge / 100 charge per shot = six shots
- matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
+ matter = list(MAT_STEEL = 700, MAT_GLASS = 40)
/obj/item/weapon/cell/secborg/empty/New()
..()
@@ -27,14 +27,14 @@
origin_tech = list(TECH_POWER = 1)
icon_state = "meb_b_st"
maxcharge = 5000
- matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
+ matter = list(MAT_STEEL = 700, MAT_GLASS = 50)
/obj/item/weapon/cell/high
name = "high-capacity power cell"
origin_tech = list(TECH_POWER = 2)
icon_state = "b_hi"
maxcharge = 10000
- matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60)
+ matter = list(MAT_STEEL = 700, MAT_GLASS = 60)
/obj/item/weapon/cell/high/empty/New()
..()
@@ -46,7 +46,7 @@
origin_tech = list(TECH_POWER = 5)
icon_state = "b_sup"
maxcharge = 20000
- matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
+ matter = list(MAT_STEEL = 700, MAT_GLASS = 70)
/obj/item/weapon/cell/super/empty/New()
..()
@@ -58,7 +58,7 @@
origin_tech = list(TECH_POWER = 6)
icon_state = "b_hy"
maxcharge = 30000
- matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
+ matter = list(MAT_STEEL = 700, MAT_GLASS = 80)
/obj/item/weapon/cell/hyper/empty/New()
..()
@@ -76,7 +76,7 @@
icon_state = "infinite_b"
origin_tech = null
maxcharge = 30000 //determines how badly mobs get shocked
- matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
+ matter = list(MAT_STEEL = 700, MAT_GLASS = 80)
/obj/item/weapon/cell/infinite/check_charge()
return 1
@@ -149,7 +149,7 @@
name = "miniature power cell"
desc = "A tiny power cell with a very low power capacity. Used in light fixtures to power them in the event of an outage."
maxcharge = 120 //Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell
- matter = list("glass" = 20)
+ matter = list(MAT_GLASS = 20)
icon_state = "meb_s_sup"
w_class = ITEMSIZE_TINY
diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm
index 09761cfac8..44e1bc569a 100644
--- a/code/modules/power/lighting.dm
+++ b/code/modules/power/lighting.dm
@@ -902,7 +902,7 @@ var/global/list/light_type_cache = list()
force = 2
throwforce = 5
w_class = ITEMSIZE_TINY
- matter = list(DEFAULT_WALL_MATERIAL = 60)
+ matter = list(MAT_STEEL = 60)
///LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
var/status = LIGHT_OK
@@ -939,7 +939,7 @@ var/global/list/light_type_cache = list()
icon_state = "ltube"
base_state = "ltube"
item_state = "c_tube"
- matter = list("glass" = 100)
+ matter = list(MAT_GLASS = 100)
brightness_range = 7
brightness_power = 2
@@ -958,7 +958,7 @@ var/global/list/light_type_cache = list()
icon_state = "lbulb"
base_state = "lbulb"
item_state = "contvapour"
- matter = list("glass" = 100)
+ matter = list(MAT_GLASS = 100)
brightness_range = 5
brightness_power = 1
brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
@@ -990,7 +990,7 @@ var/global/list/light_type_cache = list()
icon_state = "fbulb"
base_state = "fbulb"
item_state = "egg4"
- matter = list("glass" = 100)
+ matter = list(MAT_GLASS = 100)
// update the icon state and description of the light
/obj/item/weapon/light/update_icon()
diff --git a/code/modules/power/singularity/emitter.dm b/code/modules/power/singularity/emitter.dm
index f67fb4f4c4..903ac6100f 100644
--- a/code/modules/power/singularity/emitter.dm
+++ b/code/modules/power/singularity/emitter.dm
@@ -209,7 +209,7 @@
update_icon() // VOREStation Add
return
- if(istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL)
+ if(istype(W, /obj/item/stack/material) && W.get_material_name() == MAT_STEEL)
var/amt = CEILING(( initial(integrity) - integrity)/10, 1)
if(!amt)
to_chat(user, "\The [src] is already fully repaired.")
diff --git a/code/modules/power/tesla/telsa_construction.dm b/code/modules/power/tesla/telsa_construction.dm
index ba7b3c4d0e..498ee200d4 100644
--- a/code/modules/power/tesla/telsa_construction.dm
+++ b/code/modules/power/tesla/telsa_construction.dm
@@ -23,7 +23,7 @@
name = T_BOARD("grounding rod")
build_path = /obj/machinery/power/grounding_rod
board_type = new /datum/frame/frame_types/machine
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list()
/datum/category_item/autolathe/engineering/grounding_rod
diff --git a/code/modules/projectiles/ammunition.dm b/code/modules/projectiles/ammunition.dm
index d55fe61684..2c0742c9f4 100644
--- a/code/modules/projectiles/ammunition.dm
+++ b/code/modules/projectiles/ammunition.dm
@@ -102,7 +102,7 @@
icon = 'icons/obj/ammo.dmi'
slot_flags = SLOT_BELT
item_state = "syringe_kit"
- matter = list(DEFAULT_WALL_MATERIAL = 500)
+ matter = list(MAT_STEEL = 500)
throwforce = 5
w_class = ITEMSIZE_SMALL
throw_speed = 4
diff --git a/code/modules/projectiles/ammunition/magazines.dm b/code/modules/projectiles/ammunition/magazines.dm
index 1d08811bae..41b000d82f 100644
--- a/code/modules/projectiles/ammunition/magazines.dm
+++ b/code/modules/projectiles/ammunition/magazines.dm
@@ -32,7 +32,7 @@
icon_state = "38"
caliber = ".357"
ammo_type = /obj/item/ammo_casing/a357
- matter = list(DEFAULT_WALL_MATERIAL = 1260)
+ matter = list(MAT_STEEL = 1260)
max_ammo = 6
multiple_sprites = 1
@@ -43,7 +43,7 @@
desc = "A speedloader for .38 revolvers."
icon_state = "38"
caliber = ".38"
- matter = list(DEFAULT_WALL_MATERIAL = 360)
+ matter = list(MAT_STEEL = 360)
ammo_type = /obj/item/ammo_casing/a38
max_ammo = 6
multiple_sprites = 1
@@ -64,7 +64,7 @@
icon_state = "45"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/a45
- matter = list(DEFAULT_WALL_MATERIAL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
+ matter = list(MAT_STEEL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
caliber = ".45"
max_ammo = 7
multiple_sprites = 1
@@ -101,7 +101,7 @@
icon_state = "uzi45"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/a45
- matter = list(DEFAULT_WALL_MATERIAL = 1200)
+ matter = list(MAT_STEEL = 1200)
caliber = ".45"
max_ammo = 16
multiple_sprites = 1
@@ -114,7 +114,7 @@
icon_state = "tommy-mag"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/a45
- matter = list(DEFAULT_WALL_MATERIAL = 1500)
+ matter = list(MAT_STEEL = 1500)
caliber = ".45"
max_ammo = 20
@@ -131,7 +131,7 @@
w_class = ITEMSIZE_NORMAL // Bulky ammo doesn't fit in your pockets!
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/a45
- matter = list(DEFAULT_WALL_MATERIAL = 3750)
+ matter = list(MAT_STEEL = 3750)
caliber = ".45"
max_ammo = 50
@@ -148,7 +148,7 @@
desc = "A stripper clip for reloading .45 rounds into magazines."
caliber = ".45"
ammo_type = /obj/item/ammo_casing/a45
- matter = list(DEFAULT_WALL_MATERIAL = 675) // metal costs very roughly based around one .45 casing = 75 metal
+ matter = list(MAT_STEEL = 675) // metal costs very roughly based around one .45 casing = 75 metal
max_ammo = 9
multiple_sprites = 1
@@ -168,7 +168,7 @@
name = "speedloader (.45)"
icon_state = "45s"
ammo_type = /obj/item/ammo_casing/a45
- matter = list(DEFAULT_WALL_MATERIAL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
+ matter = list(MAT_STEEL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
caliber = ".45"
max_ammo = 7
multiple_sprites = 1
@@ -214,7 +214,7 @@
icon_state = "9x19p_fullsize"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
- matter = list(DEFAULT_WALL_MATERIAL = 600)
+ matter = list(MAT_STEEL = 600)
caliber = "9mm"
ammo_type = /obj/item/ammo_casing/a9mm
max_ammo = 10
@@ -250,7 +250,7 @@
icon_state = "9x19p"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
- matter = list(DEFAULT_WALL_MATERIAL = 480)
+ matter = list(MAT_STEEL = 480)
caliber = "9mm"
ammo_type = /obj/item/ammo_casing/a9mm
max_ammo = 8
@@ -277,7 +277,7 @@
icon_state = "9mmt"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/a9mm
- matter = list(DEFAULT_WALL_MATERIAL = 1200)
+ matter = list(MAT_STEEL = 1200)
caliber = "9mm"
max_ammo = 20
multiple_sprites = 1
@@ -300,14 +300,14 @@
/obj/item/ammo_magazine/m9mmt/ap
name = "top mounted magazine (9mm armor piercing)"
ammo_type = /obj/item/ammo_casing/a9mm/ap
- matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_PLASTEEL = 2000)
+ matter = list(MAT_STEEL = 1000, MAT_PLASTEEL = 2000)
/obj/item/ammo_magazine/m9mmp90
name = "large capacity top mounted magazine (9mm armor-piercing)"
icon_state = "p90"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/a9mm/ap
- matter = list(DEFAULT_WALL_MATERIAL = 3000)
+ matter = list(MAT_STEEL = 3000)
caliber = "9mm"
max_ammo = 50
multiple_sprites = 1
@@ -321,7 +321,7 @@
desc = "A stripper clip for reloading 9mm rounds into magazines."
caliber = "9mm"
ammo_type = /obj/item/ammo_casing/a9mm
- matter = list(DEFAULT_WALL_MATERIAL = 540) // metal costs are very roughly based around one 9mm casing = 60 metal
+ matter = list(MAT_STEEL = 540) // metal costs are very roughly based around one 9mm casing = 60 metal
max_ammo = 9
multiple_sprites = 1
@@ -342,7 +342,7 @@
icon_state = "S9mm"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/a9mm
- matter = list(DEFAULT_WALL_MATERIAL = 1200)
+ matter = list(MAT_STEEL = 1200)
caliber = "9mm"
max_ammo = 21
origin_tech = list(TECH_COMBAT = 2, TECH_ILLEGAL = 1)
@@ -352,7 +352,7 @@
desc = "A high capacity double stack magazine made specially for the Advanced SMG. Filled with 21 9mm armor piercing bullets."
icon_state = "S9mm"
ammo_type = /obj/item/ammo_casing/a9mm/ap
- matter = list(DEFAULT_WALL_MATERIAL = 2000)
+ matter = list(MAT_STEEL = 2000)
/obj/item/ammo_magazine/m9mmR/saber/empty
initial_ammo = 0
@@ -365,7 +365,7 @@
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
caliber = "10mm"
- matter = list(DEFAULT_WALL_MATERIAL = 1500)
+ matter = list(MAT_STEEL = 1500)
ammo_type = /obj/item/ammo_casing/a10mm
max_ammo = 20
multiple_sprites = 1
@@ -379,7 +379,7 @@
desc = "A stripper clip for reloading 5mm rounds into magazines."
caliber = "10mm"
ammo_type = /obj/item/ammo_casing/a10mm
- matter = list(DEFAULT_WALL_MATERIAL = 675) // metal costs are very roughly based around one 10mm casing = 75 metal
+ matter = list(MAT_STEEL = 675) // metal costs are very roughly based around one 10mm casing = 75 metal
max_ammo = 9
multiple_sprites = 1
@@ -395,14 +395,14 @@
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
caliber = "5.45mm"
- matter = list(DEFAULT_WALL_MATERIAL = 1800)
+ matter = list(MAT_STEEL = 1800)
ammo_type = /obj/item/ammo_casing/a545
max_ammo = 20
multiple_sprites = 1
/obj/item/ammo_magazine/m545/ext
name = "extended magazine (5.45mm)"
- matter = list(DEFAULT_WALL_MATERIAL = 2700)
+ matter = list(MAT_STEEL = 2700)
max_ammo = 30
/obj/item/ammo_magazine/m545/empty
@@ -438,7 +438,7 @@
/obj/item/ammo_magazine/m545/small
name = "reduced magazine (5.45mm)"
icon_state = "m545-small"
- matter = list(DEFAULT_WALL_MATERIAL = 900)
+ matter = list(MAT_STEEL = 900)
max_ammo = 10
/obj/item/ammo_magazine/m545/small/empty
@@ -461,7 +461,7 @@
icon_state = "clip_rifle"
caliber = "5.45mm"
ammo_type = /obj/item/ammo_casing/a545
- matter = list(DEFAULT_WALL_MATERIAL = 450) // metal costs are very roughly based around one 10mm casing = 180 metal
+ matter = list(MAT_STEEL = 450) // metal costs are very roughly based around one 10mm casing = 180 metal
max_ammo = 5
multiple_sprites = 1
@@ -483,7 +483,7 @@
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
caliber = "5.45mm"
- matter = list(DEFAULT_WALL_MATERIAL = 10000)
+ matter = list(MAT_STEEL = 10000)
ammo_type = /obj/item/ammo_casing/a545
w_class = ITEMSIZE_NORMAL // This should NOT fit in your pocket!!
max_ammo = 50
@@ -508,7 +508,7 @@
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
caliber = ".44"
- matter = list(DEFAULT_WALL_MATERIAL = 1260)
+ matter = list(MAT_STEEL = 1260)
ammo_type = /obj/item/ammo_casing/a44
max_ammo = 7
multiple_sprites = 1
@@ -522,7 +522,7 @@
desc = "A stripper clip for reloading .44 rounds into magazines."
caliber = ".44"
ammo_type = /obj/item/ammo_casing/a44
- matter = list(DEFAULT_WALL_MATERIAL = 1620) // metal costs are very roughly based around one .50 casing = 180 metal
+ matter = list(MAT_STEEL = 1620) // metal costs are very roughly based around one .50 casing = 180 metal
max_ammo = 9
multiple_sprites = 1
@@ -530,7 +530,7 @@
name = "speedloader (.44)"
icon_state = "44"
ammo_type = /obj/item/ammo_casing/a44
- matter = list(DEFAULT_WALL_MATERIAL = 1260) //metal costs are very roughly based around 1 .45 casing = 75 metal
+ matter = list(MAT_STEEL = 1260) //metal costs are very roughly based around 1 .45 casing = 75 metal
caliber = ".44"
max_ammo = 6
multiple_sprites = 1
@@ -555,7 +555,7 @@
icon_state = "m762-small"
mag_type = MAGAZINE
caliber = "7.62mm"
- matter = list(DEFAULT_WALL_MATERIAL = 2000)
+ matter = list(MAT_STEEL = 2000)
ammo_type = /obj/item/ammo_casing/a762
max_ammo = 10
multiple_sprites = 1
@@ -572,7 +572,7 @@
icon_state = "m762"
mag_type = MAGAZINE
caliber = "7.62mm"
- matter = list(DEFAULT_WALL_MATERIAL = 4000)
+ matter = list(MAT_STEEL = 4000)
ammo_type = /obj/item/ammo_casing/a762
max_ammo = 20
multiple_sprites = 1
@@ -589,7 +589,7 @@
icon_state = "gclip"
mag_type = MAGAZINE
caliber = "7.62mm"
- matter = list(DEFAULT_WALL_MATERIAL = 1600)
+ matter = list(MAT_STEEL = 1600)
ammo_type = /obj/item/ammo_casing/a762
max_ammo = 8
multiple_sprites = 1
@@ -606,7 +606,7 @@
icon_state = "clip_rifle"
caliber = "7.62mm"
ammo_type = /obj/item/ammo_casing/a762
- matter = list(DEFAULT_WALL_MATERIAL = 1000) // metal costs are very roughly based around one 7.62 casing = 200 metal
+ matter = list(MAT_STEEL = 1000) // metal costs are very roughly based around one 7.62 casing = 200 metal
max_ammo = 5
multiple_sprites = 1
@@ -627,7 +627,7 @@
icon_state = "SVD"
mag_type = MAGAZINE
caliber = "7.62mm"
- matter = list(DEFAULT_WALL_MATERIAL = 2000)
+ matter = list(MAT_STEEL = 2000)
ammo_type = /obj/item/ammo_casing/a762
max_ammo = 10
multiple_sprites = 1
@@ -646,7 +646,7 @@
icon_state = "ashot-mag"
mag_type = MAGAZINE
caliber = "12g"
- matter = list(DEFAULT_WALL_MATERIAL = 13000)
+ matter = list(MAT_STEEL = 13000)
ammo_type = /obj/item/ammo_casing/a12g
max_ammo = 24
multiple_sprites = 1
@@ -672,7 +672,7 @@
desc = "A color-coded metal clip for holding and quickly loading shotgun shells. This one is loaded with slugs."
caliber = "12g"
ammo_type = /obj/item/ammo_casing/a12g
- matter = list(DEFAULT_WALL_MATERIAL = 1070) // slugs shells x2 + 350 metal for the clip itself.
+ matter = list(MAT_STEEL = 1070) // slugs shells x2 + 350 metal for the clip itself.
max_ammo = 2
multiple_sprites = 1
@@ -681,14 +681,14 @@
icon_state = "12gclipshell"
desc = "A color-coded metal clip for holding and quickly loading shotgun shells. This one is loaded with buckshot."
ammo_type = /obj/item/ammo_casing/a12g/pellet
- matter = list(DEFAULT_WALL_MATERIAL = 1070) // buckshot and slugs cost the same
+ matter = list(MAT_STEEL = 1070) // buckshot and slugs cost the same
/obj/item/ammo_magazine/clip/c12g/beanbag
name = "ammo clip (12g beanbag)"
icon_state = "12gclipbean"
desc = "A color-coded metal clip for holding and quickly loading shotgun shells. This one is loaded with beanbags."
ammo_type = /obj/item/ammo_casing/a12g/beanbag
- matter = list(DEFAULT_WALL_MATERIAL = 710) //beanbags x2 + 350 metal
+ matter = list(MAT_STEEL = 710) //beanbags x2 + 350 metal
///////// .75 Gyrojet /////////
@@ -712,6 +712,6 @@
caliber = "caps"
color = "#FF0000"
ammo_type = /obj/item/ammo_casing/cap
- matter = list(DEFAULT_WALL_MATERIAL = 600)
+ matter = list(MAT_STEEL = 600)
max_ammo = 7
multiple_sprites = 1
\ No newline at end of file
diff --git a/code/modules/projectiles/ammunition/magnetic.dm b/code/modules/projectiles/ammunition/magnetic.dm
index fc748b05df..ea0c995ac8 100644
--- a/code/modules/projectiles/ammunition/magnetic.dm
+++ b/code/modules/projectiles/ammunition/magnetic.dm
@@ -4,7 +4,7 @@
icon = 'icons/obj/ammo.dmi'
icon_state = "caseless-mag"
w_class = ITEMSIZE_SMALL
- matter = list(DEFAULT_WALL_MATERIAL = 1800)
+ matter = list(MAT_STEEL = 1800)
origin_tech = list(TECH_COMBAT = 1)
var/remaining = 9
preserve_item = 1
diff --git a/code/modules/projectiles/ammunition/rounds.dm b/code/modules/projectiles/ammunition/rounds.dm
index 02d4b4aa5e..14d52325f7 100644
--- a/code/modules/projectiles/ammunition/rounds.dm
+++ b/code/modules/projectiles/ammunition/rounds.dm
@@ -27,7 +27,7 @@
desc = "A .357 bullet casing."
caliber = ".357"
projectile_type = /obj/item/projectile/bullet/pistol/strong
- matter = list(DEFAULT_WALL_MATERIAL = 210)
+ matter = list(MAT_STEEL = 210)
/*
* .38
@@ -37,7 +37,7 @@
desc = "A .38 bullet casing."
caliber = ".38"
projectile_type = /obj/item/projectile/bullet/pistol
- matter = list(DEFAULT_WALL_MATERIAL = 60)
+ matter = list(MAT_STEEL = 60)
/obj/item/ammo_casing/a38/rubber
desc = "A .38 rubber bullet casing."
@@ -49,7 +49,7 @@
desc = "A .38 bullet casing fitted with a single-use ion pulse generator."
icon_state = "empcasing"
projectile_type = /obj/item/projectile/ion/small
- matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
+ matter = list(MAT_STEEL = 130, MAT_URANIUM = 100)
/*
* .44
@@ -59,18 +59,18 @@
desc = "A .44 bullet casing."
caliber = ".44"
projectile_type = /obj/item/projectile/bullet/pistol/strong
- matter = list(DEFAULT_WALL_MATERIAL = 210)
+ matter = list(MAT_STEEL = 210)
/obj/item/ammo_casing/a44/rubber
icon_state = "r-casing"
desc = "A .44 rubber bullet casing."
projectile_type = /obj/item/projectile/bullet/pistol/rubber/strong
- matter = list(DEFAULT_WALL_MATERIAL = 60)
+ matter = list(MAT_STEEL = 60)
/obj/item/ammo_casing/a44/rifle
desc = "A proprietary Hedberg-Hammarstrom .44 bullet casing designed for use in revolving rifles."
projectile_type = /obj/item/projectile/bullet/rifle/a44rifle
- matter = list(DEFAULT_WALL_MATERIAL = 210)
+ matter = list(MAT_STEEL = 210)
/*
* .75 (aka Gyrojet Rockets, aka admin abuse)
@@ -80,7 +80,7 @@
desc = "A .75 gyrojet rocket sheathe."
caliber = ".75"
projectile_type = /obj/item/projectile/bullet/gyro
- matter = list(DEFAULT_WALL_MATERIAL = 4000)
+ matter = list(MAT_STEEL = 4000)
/*
* 9mm
@@ -90,12 +90,12 @@
desc = "A 9mm bullet casing."
caliber = "9mm"
projectile_type = /obj/item/projectile/bullet/pistol
- matter = list(DEFAULT_WALL_MATERIAL = 60)
+ matter = list(MAT_STEEL = 60)
/obj/item/ammo_casing/a9mm/ap
desc = "A 9mm armor-piercing bullet casing."
projectile_type = /obj/item/projectile/bullet/pistol/ap
- matter = list(DEFAULT_WALL_MATERIAL = 80)
+ matter = list(MAT_STEEL = 80)
/obj/item/ammo_casing/a9mm/hp
desc = "A 9mm hollow-point bullet casing."
@@ -125,43 +125,43 @@
desc = "A .45 bullet casing."
caliber = ".45"
projectile_type = /obj/item/projectile/bullet/pistol/medium
- matter = list(DEFAULT_WALL_MATERIAL = 75)
+ matter = list(MAT_STEEL = 75)
/obj/item/ammo_casing/a45/ap
desc = "A .45 Armor-Piercing bullet casing."
icon_state = "r-casing"
projectile_type = /obj/item/projectile/bullet/pistol/medium/ap
- matter = list(DEFAULT_WALL_MATERIAL = 50, MAT_PLASTEEL = 25)
+ matter = list(MAT_STEEL = 50, MAT_PLASTEEL = 25)
/obj/item/ammo_casing/a45/practice
desc = "A .45 practice bullet casing."
icon_state = "r-casing"
projectile_type = /obj/item/projectile/bullet/practice
- matter = list(DEFAULT_WALL_MATERIAL = 60)
+ matter = list(MAT_STEEL = 60)
/obj/item/ammo_casing/a45/rubber
desc = "A .45 rubber bullet casing."
icon_state = "r-casing"
projectile_type = /obj/item/projectile/bullet/pistol/rubber
- matter = list(DEFAULT_WALL_MATERIAL = 60)
+ matter = list(MAT_STEEL = 60)
/obj/item/ammo_casing/a45/flash
desc = "A .45 flash shell casing."
icon_state = "r-casing"
projectile_type = /obj/item/projectile/energy/flash
- matter = list(DEFAULT_WALL_MATERIAL = 60)
+ matter = list(MAT_STEEL = 60)
/obj/item/ammo_casing/a45/emp
name = ".45 haywire round"
desc = "A .45 bullet casing fitted with a single-use ion pulse generator."
projectile_type = /obj/item/projectile/ion/small
icon_state = "empcasing"
- matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
+ matter = list(MAT_STEEL = 130, MAT_URANIUM = 100)
/obj/item/ammo_casing/a45/hp
desc = "A .45 hollow-point bullet casing."
projectile_type = /obj/item/projectile/bullet/pistol/medium/hp
- matter = list(DEFAULT_WALL_MATERIAL = 60, MAT_PLASTIC = 15)
+ matter = list(MAT_STEEL = 60, MAT_PLASTIC = 15)
/*
* 10mm
@@ -171,14 +171,14 @@
desc = "A 10mm bullet casing."
caliber = "10mm"
projectile_type = /obj/item/projectile/bullet/pistol/medium
- matter = list(DEFAULT_WALL_MATERIAL = 75)
+ matter = list(MAT_STEEL = 75)
/obj/item/ammo_casing/a10mm/emp
name = "10mm haywire round"
desc = "A 10mm bullet casing fitted with a single-use ion pulse generator."
projectile_type = /obj/item/projectile/ion/small
icon_state = "empcasing"
- matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
+ matter = list(MAT_STEEL = 130, MAT_URANIUM = 100)
/*
* 12g (aka shotgun ammo)
@@ -190,7 +190,7 @@
icon_state = "slshell"
caliber = "12g"
projectile_type = /obj/item/projectile/bullet/shotgun
- matter = list(DEFAULT_WALL_MATERIAL = 360)
+ matter = list(MAT_STEEL = 360)
/obj/item/ammo_casing/a12g/pellet
name = "shotgun shell"
@@ -203,21 +203,21 @@
desc = "A blank shell."
icon_state = "blshell"
projectile_type = /obj/item/projectile/bullet/blank
- matter = list(DEFAULT_WALL_MATERIAL = 90)
+ matter = list(MAT_STEEL = 90)
/obj/item/ammo_casing/a12g/practice
name = "shotgun shell"
desc = "A practice shell."
icon_state = "pshell"
projectile_type = /obj/item/projectile/bullet/practice
- matter = list(DEFAULT_WALL_MATERIAL = 90)
+ matter = list(MAT_STEEL = 90)
/obj/item/ammo_casing/a12g/beanbag
name = "beanbag shell"
desc = "A beanbag shell."
icon_state = "bshell"
projectile_type = /obj/item/projectile/bullet/shotgun/beanbag
- matter = list(DEFAULT_WALL_MATERIAL = 180)
+ matter = list(MAT_STEEL = 180)
//Can stun in one hit if aimed at the head, but
//is blocked by clothing that stops tasers and is vulnerable to EMP
@@ -226,7 +226,7 @@
desc = "A 12 gauge taser cartridge."
icon_state = "stunshell"
projectile_type = /obj/item/projectile/energy/electrode/stunshot
- matter = list(DEFAULT_WALL_MATERIAL = 360, "glass" = 720)
+ matter = list(MAT_STEEL = 360, MAT_GLASS = 720)
/obj/item/ammo_casing/a12g/stunshell/emp_act(severity)
if(prob(100/severity)) BB = null
@@ -238,7 +238,7 @@
desc = "A chemical shell used to signal distress or provide illumination."
icon_state = "fshell"
projectile_type = /obj/item/projectile/energy/flash/flare
- matter = list(DEFAULT_WALL_MATERIAL = 90, "glass" = 90)
+ matter = list(MAT_STEEL = 90, MAT_GLASS = 90)
/obj/item/ammo_casing/a12g/emp
name = "ion shell"
@@ -246,7 +246,7 @@
icon_state = "empshell"
projectile_type = /obj/item/projectile/ion
// projectile_type = /obj/item/projectile/bullet/shotgun/ion
- matter = list(DEFAULT_WALL_MATERIAL = 360, "uranium" = 240)
+ matter = list(MAT_STEEL = 360, MAT_URANIUM = 240)
/obj/item/ammo_casing/a12g/flechette
name = "shotgun flechette"
@@ -254,7 +254,7 @@
icon_state = "slshell"
caliber = "12g"
projectile_type = /obj/item/projectile/scatter/flechette
- matter = list(DEFAULT_WALL_MATERIAL = 360, MAT_PLASTEEL = 100)
+ matter = list(MAT_STEEL = 360, MAT_PLASTEEL = 100)
/*
* 7.62mm
@@ -265,23 +265,23 @@
caliber = "7.62mm"
icon_state = "rifle-casing"
projectile_type = /obj/item/projectile/bullet/rifle/a762
- matter = list(DEFAULT_WALL_MATERIAL = 200)
+ matter = list(MAT_STEEL = 200)
/obj/item/ammo_casing/a762/ap
desc = "A 7.62mm armor-piercing bullet casing."
projectile_type = /obj/item/projectile/bullet/rifle/a762/ap
- matter = list(DEFAULT_WALL_MATERIAL = 300)
+ matter = list(MAT_STEEL = 300)
/obj/item/ammo_casing/a762/practice
desc = "A 7.62mm practice bullet casing."
icon_state = "rifle-casing" // Need to make an icon for these
projectile_type = /obj/item/projectile/bullet/practice
- matter = list(DEFAULT_WALL_MATERIAL = 90)
+ matter = list(MAT_STEEL = 90)
/obj/item/ammo_casing/a762/blank
desc = "A blank 7.62mm bullet casing."
projectile_type = /obj/item/projectile/bullet/blank
- matter = list(DEFAULT_WALL_MATERIAL = 90)
+ matter = list(MAT_STEEL = 90)
/obj/item/ammo_casing/a762/hp
desc = "A 7.62mm hollow-point bullet casing."
@@ -300,7 +300,7 @@
icon_state = "lcasing"
caliber = "14.5mm"
projectile_type = /obj/item/projectile/bullet/rifle/a145
- matter = list(DEFAULT_WALL_MATERIAL = 1250)
+ matter = list(MAT_STEEL = 1250)
/obj/item/ammo_casing/a145/highvel
desc = "A 14.5mm sabot shell."
@@ -319,23 +319,23 @@
caliber = "5.45mm"
icon_state = "rifle-casing"
projectile_type = /obj/item/projectile/bullet/rifle/a545
- matter = list(DEFAULT_WALL_MATERIAL = 180)
+ matter = list(MAT_STEEL = 180)
/obj/item/ammo_casing/a545/ap
desc = "A 5.45mm armor-piercing bullet casing."
projectile_type = /obj/item/projectile/bullet/rifle/a545/ap
- matter = list(DEFAULT_WALL_MATERIAL = 270)
+ matter = list(MAT_STEEL = 270)
/obj/item/ammo_casing/a545/practice
desc = "A 5.45mm practice bullet casing."
icon_state = "rifle-casing" // Need to make an icon for these
projectile_type = /obj/item/projectile/bullet/practice
- matter = list(DEFAULT_WALL_MATERIAL = 90)
+ matter = list(MAT_STEEL = 90)
/obj/item/ammo_casing/a545/blank
desc = "A blank 5.45mm bullet casing."
projectile_type = /obj/item/projectile/bullet/blank
- matter = list(DEFAULT_WALL_MATERIAL = 90)
+ matter = list(MAT_STEEL = 90)
/obj/item/ammo_casing/a545/hp
desc = "A 5.45mm hollow-point bullet casing."
@@ -354,7 +354,7 @@
caliber = "5mm caseless"
icon_state = "casing" // Placeholder. Should probably be purple.
projectile_type = /obj/item/projectile/bullet/pistol // Close enough to be comparable.
- matter = list(DEFAULT_WALL_MATERIAL = 180)
+ matter = list(MAT_STEEL = 180)
caseless = 1
/obj/item/ammo_casing/a5mmcaseless/stun
@@ -371,7 +371,7 @@
icon_state = "rocketshell"
projectile_type = /obj/item/projectile/bullet/srmrocket
caliber = "rocket"
- matter = list(DEFAULT_WALL_MATERIAL = 10000)
+ matter = list(MAT_STEEL = 10000)
/obj/item/ammo_casing/cap
name = "cap"
@@ -380,7 +380,7 @@
icon_state = "r-casing"
color = "#FF0000"
projectile_type = /obj/item/projectile/bullet/pistol/cap
- matter = list(DEFAULT_WALL_MATERIAL = 85)
+ matter = list(MAT_STEEL = 85)
/obj/item/ammo_casing/spent // For simple hostile mobs only, so they don't cough up usable bullets when firing. This is for literally nothing else.
icon_state = "s-casing-spent"
diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm
index 5ddfb4b96a..5e551be0d4 100644
--- a/code/modules/projectiles/gun.dm
+++ b/code/modules/projectiles/gun.dm
@@ -39,7 +39,7 @@
icon_state = "detective"
item_state = "gun"
slot_flags = SLOT_BELT|SLOT_HOLSTER
- matter = list(DEFAULT_WALL_MATERIAL = 2000)
+ matter = list(MAT_STEEL = 2000)
w_class = ITEMSIZE_NORMAL
throwforce = 5
throw_speed = 4
diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm
index 96e4a1b42c..c19693207a 100644
--- a/code/modules/projectiles/guns/energy/laser.dm
+++ b/code/modules/projectiles/guns/energy/laser.dm
@@ -11,7 +11,7 @@
w_class = ITEMSIZE_HUGE //CHOMP Edit
force = 10
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 2000)
+ matter = list(MAT_STEEL = 2000)
projectile_type = /obj/item/projectile/beam/midlaser
one_handed_penalty = 30
@@ -266,7 +266,7 @@
item_state = "laser"
desc = "Standard issue weapon of the Imperial Guard"
origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 2000)
+ matter = list(MAT_STEEL = 2000)
projectile_type = /obj/item/projectile/beam/lasertag/blue
cell_type = /obj/item/weapon/cell/device/weapon/recharge
battery_lock = 1
@@ -306,4 +306,4 @@
projectile_type = /obj/item/projectile/scatter/laser
w_class = ITEMSIZE_HUGE //CHOMP Edit.
- slot_flags = SLOT_BELT|SLOT_BACK //CHOMP Edit because you can still holster it despite it not fitting in a backpack.
\ No newline at end of file
+ slot_flags = SLOT_BELT|SLOT_BACK //CHOMP Edit because you can still holster it despite it not fitting in a backpack.
diff --git a/code/modules/projectiles/guns/energy/laser_vr.dm b/code/modules/projectiles/guns/energy/laser_vr.dm
index 44aeea2149..3ac37978a4 100644
--- a/code/modules/projectiles/guns/energy/laser_vr.dm
+++ b/code/modules/projectiles/guns/energy/laser_vr.dm
@@ -43,7 +43,7 @@
w_class = ITEMSIZE_NORMAL
force = 10
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 2000)
+ matter = list(MAT_STEEL = 2000)
fire_sound = 'sound/weapons/mandalorian.ogg'
projectile_type = /obj/item/projectile/beam/imperial
diff --git a/code/modules/projectiles/guns/energy/stun.dm b/code/modules/projectiles/guns/energy/stun.dm
index cf16857c88..4e9ea51c07 100644
--- a/code/modules/projectiles/guns/energy/stun.dm
+++ b/code/modules/projectiles/guns/energy/stun.dm
@@ -49,7 +49,7 @@
w_class = ITEMSIZE_SMALL
item_state = "crossbow"
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 2, TECH_ILLEGAL = 5)
- matter = list(DEFAULT_WALL_MATERIAL = 2000)
+ matter = list(MAT_STEEL = 2000)
slot_flags = SLOT_BELT | SLOT_HOLSTER
silenced = 1
projectile_type = /obj/item/projectile/energy/bolt
@@ -67,7 +67,7 @@
desc = "A weapon favored by mercenary infiltration teams."
w_class = ITEMSIZE_LARGE
force = 10
- matter = list(DEFAULT_WALL_MATERIAL = 200000)
+ matter = list(MAT_STEEL = 200000)
slot_flags = SLOT_BELT
projectile_type = /obj/item/projectile/energy/bolt/large
diff --git a/code/modules/projectiles/guns/launcher/grenade_launcher.dm b/code/modules/projectiles/guns/launcher/grenade_launcher.dm
index 275c9963a2..9359064cf6 100644
--- a/code/modules/projectiles/guns/launcher/grenade_launcher.dm
+++ b/code/modules/projectiles/guns/launcher/grenade_launcher.dm
@@ -15,7 +15,7 @@
var/obj/item/weapon/grenade/chambered
var/list/grenades = new/list()
var/max_grenades = 5 //holds this + one in the chamber
- matter = list(DEFAULT_WALL_MATERIAL = 2000)
+ matter = list(MAT_STEEL = 2000)
//revolves the magazine, allowing players to choose between multiple grenade types
/obj/item/weapon/gun/launcher/grenade/proc/pump(mob/M as mob)
diff --git a/code/modules/projectiles/guns/launcher/pneumatic.dm b/code/modules/projectiles/guns/launcher/pneumatic.dm
index ccc72a248b..8372eb77b4 100644
--- a/code/modules/projectiles/guns/launcher/pneumatic.dm
+++ b/code/modules/projectiles/guns/launcher/pneumatic.dm
@@ -172,7 +172,7 @@
buildstate++
update_icon()
return
- else if(istype(W,/obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL)
+ else if(istype(W,/obj/item/stack/material) && W.get_material_name() == MAT_STEEL)
if(buildstate == 2)
var/obj/item/stack/material/M = W
if(M.use(5))
diff --git a/code/modules/projectiles/guns/launcher/syringe_gun.dm b/code/modules/projectiles/guns/launcher/syringe_gun.dm
index 3d60e22405..981e5c988b 100644
--- a/code/modules/projectiles/guns/launcher/syringe_gun.dm
+++ b/code/modules/projectiles/guns/launcher/syringe_gun.dm
@@ -4,7 +4,7 @@
icon = 'icons/obj/ammo.dmi'
icon_state = "syringe-cartridge"
var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
- matter = list(DEFAULT_WALL_MATERIAL = 125, "glass" = 375)
+ matter = list(MAT_STEEL = 125, MAT_GLASS = 375)
slot_flags = SLOT_BELT | SLOT_EARS
throwforce = 3
force = 3
@@ -68,7 +68,7 @@
item_state = "syringegun"
w_class = ITEMSIZE_NORMAL
force = 7
- matter = list(DEFAULT_WALL_MATERIAL = 2000)
+ matter = list(MAT_STEEL = 2000)
slot_flags = SLOT_BELT
fire_sound = 'sound/weapons/empty.ogg'
diff --git a/code/modules/projectiles/guns/magnetic/magnetic_construction.dm b/code/modules/projectiles/guns/magnetic/magnetic_construction.dm
index 5014b52718..9f81dbe4dc 100644
--- a/code/modules/projectiles/guns/magnetic/magnetic_construction.dm
+++ b/code/modules/projectiles/guns/magnetic/magnetic_construction.dm
@@ -12,7 +12,7 @@
if(istype(thing, /obj/item/stack/material) && construction_stage == 1)
var/obj/item/stack/material/reinforcing = thing
var/datum/material/reinforcing_with = reinforcing.get_material()
- if(reinforcing_with.name == DEFAULT_WALL_MATERIAL) // Steel
+ if(reinforcing_with.name == MAT_STEEL) // Steel
if(reinforcing.get_amount() < 5)
to_chat(user, "You need at least 5 [reinforcing.singular_name]\s for this task.")
return
diff --git a/code/modules/projectiles/guns/projectile.dm b/code/modules/projectiles/guns/projectile.dm
index 7f93579230..31ffe40e13 100644
--- a/code/modules/projectiles/guns/projectile.dm
+++ b/code/modules/projectiles/guns/projectile.dm
@@ -8,7 +8,7 @@
icon_state = "revolver"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
w_class = ITEMSIZE_NORMAL
- matter = list(DEFAULT_WALL_MATERIAL = 1000)
+ matter = list(MAT_STEEL = 1000)
recoil = 1
projectile_type = /obj/item/projectile/bullet/pistol/strong //Only used for chameleon guns
diff --git a/code/modules/projectiles/guns/projectile/automatic_vr.dm b/code/modules/projectiles/guns/projectile/automatic_vr.dm
index 1d9ff09255..e2a9cb435d 100644
--- a/code/modules/projectiles/guns/projectile/automatic_vr.dm
+++ b/code/modules/projectiles/guns/projectile/automatic_vr.dm
@@ -201,7 +201,7 @@
icon_state = "smg"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
- matter = list(DEFAULT_WALL_MATERIAL = 1800)
+ matter = list(MAT_STEEL = 1800)
caliber = "9mm"
ammo_type = /obj/item/ammo_casing/a9mm
max_ammo = 30
diff --git a/code/modules/projectiles/guns/projectile/revolver_vr.dm b/code/modules/projectiles/guns/projectile/revolver_vr.dm
index 8eff9739bf..cc12c6248f 100644
--- a/code/modules/projectiles/guns/projectile/revolver_vr.dm
+++ b/code/modules/projectiles/guns/projectile/revolver_vr.dm
@@ -80,7 +80,7 @@
icon_state = "9x19p"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
- matter = list(DEFAULT_WALL_MATERIAL = 480)
+ matter = list(MAT_STEEL = 480)
caliber = ".380"
ammo_type = /obj/item/ammo_casing/a380
max_ammo = 8
@@ -103,7 +103,7 @@
icon = 'icons/obj/ammo_vr.dmi'
icon_state = "s357"
caliber = ".44"
- matter = list(DEFAULT_WALL_MATERIAL = 1260)
+ matter = list(MAT_STEEL = 1260)
ammo_type = /obj/item/ammo_casing/a44
max_ammo = 6
multiple_sprites = 1
diff --git a/code/modules/reagents/reagent_containers/glass.dm b/code/modules/reagents/reagent_containers/glass.dm
index d25bd55d88..fc37770284 100644
--- a/code/modules/reagents/reagent_containers/glass.dm
+++ b/code/modules/reagents/reagent_containers/glass.dm
@@ -159,7 +159,7 @@
icon_state = "beaker"
item_state = "beaker"
center_of_mass = list("x" = 15,"y" = 11)
- matter = list("glass" = 500)
+ matter = list(MAT_GLASS = 500)
drop_sound = 'sound/items/drop/glass.ogg'
pickup_sound = 'sound/items/pickup/glass.ogg'
@@ -211,7 +211,7 @@
desc = "A large beaker."
icon_state = "beakerlarge"
center_of_mass = list("x" = 16,"y" = 11)
- matter = list("glass" = 5000)
+ matter = list(MAT_GLASS = 5000)
volume = 120
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,60,120)
@@ -222,7 +222,7 @@
desc = "A cryostasis beaker that allows for chemical storage without reactions."
icon_state = "beakernoreact"
center_of_mass = list("x" = 16,"y" = 13)
- matter = list("glass" = 500)
+ matter = list(MAT_GLASS = 500)
volume = 60
amount_per_transfer_from_this = 10
flags = OPENCONTAINER | NOREACT
@@ -232,7 +232,7 @@
desc = "A bluespace beaker, powered by experimental bluespace technology."
icon_state = "beakerbluespace"
center_of_mass = list("x" = 16,"y" = 11)
- matter = list("glass" = 5000)
+ matter = list(MAT_GLASS = 5000)
volume = 300
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,60,120,300)
@@ -243,7 +243,7 @@
desc = "A small glass vial."
icon_state = "vial"
center_of_mass = list("x" = 15,"y" = 9)
- matter = list("glass" = 250)
+ matter = list(MAT_GLASS = 250)
volume = 30
w_class = ITEMSIZE_TINY
amount_per_transfer_from_this = 10
@@ -264,7 +264,7 @@
icon_state = "bucket"
item_state = "bucket"
center_of_mass = list("x" = 16,"y" = 10)
- matter = list(DEFAULT_WALL_MATERIAL = 200)
+ matter = list(MAT_STEEL = 200)
w_class = ITEMSIZE_NORMAL
amount_per_transfer_from_this = 20
possible_transfer_amounts = list(10,20,30,60,120)
@@ -288,7 +288,7 @@
user.drop_from_inventory(src)
qdel(src)
return
- else if(istype(D, /obj/item/stack/material) && D.get_material_name() == DEFAULT_WALL_MATERIAL)
+ else if(istype(D, /obj/item/stack/material) && D.get_material_name() == MAT_STEEL)
var/obj/item/stack/material/M = D
if (M.use(1))
var/obj/item/weapon/secbot_assembly/edCLN_assembly/B = new /obj/item/weapon/secbot_assembly/edCLN_assembly
@@ -322,7 +322,7 @@
icon_state = "woodbucket"
item_state = "woodbucket"
center_of_mass = list("x" = 16,"y" = 8)
- matter = list("wood" = 50)
+ matter = list(MAT_WOOD = 50)
w_class = ITEMSIZE_LARGE
amount_per_transfer_from_this = 20
possible_transfer_amounts = list(10,20,30,60,120)
@@ -358,7 +358,7 @@
name = "water-cooler bottle"
icon = 'icons/obj/vending.dmi'
icon_state = "water_cooler_bottle"
- matter = list("glass" = 2000)
+ matter = list(MAT_GLASS = 2000)
w_class = ITEMSIZE_NORMAL
amount_per_transfer_from_this = 20
possible_transfer_amounts = list(10,20,30,60,120)
diff --git a/code/modules/reagents/reagent_containers/spray.dm b/code/modules/reagents/reagent_containers/spray.dm
index 28585ff5fe..237e9a4070 100644
--- a/code/modules/reagents/reagent_containers/spray.dm
+++ b/code/modules/reagents/reagent_containers/spray.dm
@@ -6,7 +6,7 @@
item_state = "cleaner"
center_of_mass = list("x" = 16,"y" = 10)
flags = OPENCONTAINER|NOBLUDGEON
- matter = list("glass" = 300, DEFAULT_WALL_MATERIAL = 300)
+ matter = list(MAT_GLASS = 300, MAT_STEEL = 300)
slot_flags = SLOT_BELT
throwforce = 3
w_class = ITEMSIZE_SMALL
diff --git a/code/modules/reagents/reagent_containers/syringes.dm b/code/modules/reagents/reagent_containers/syringes.dm
index f05edfd7e1..c8fc2ea379 100644
--- a/code/modules/reagents/reagent_containers/syringes.dm
+++ b/code/modules/reagents/reagent_containers/syringes.dm
@@ -12,7 +12,7 @@
item_state = "syringe_0"
icon_state = "0"
center_of_mass = list("x" = 16,"y" = 14)
- matter = list("glass" = 150)
+ matter = list(MAT_GLASS = 150)
amount_per_transfer_from_this = 5
possible_transfer_amounts = null
volume = 15
diff --git a/code/modules/recycling/disposal-construction.dm b/code/modules/recycling/disposal-construction.dm
index a336d4c0e8..957d7662c3 100644
--- a/code/modules/recycling/disposal-construction.dm
+++ b/code/modules/recycling/disposal-construction.dm
@@ -10,7 +10,7 @@
anchored = 0
density = 0
pressure_resistance = 5*ONE_ATMOSPHERE
- matter = list(DEFAULT_WALL_MATERIAL = 1850)
+ matter = list(MAT_STEEL = 1850)
level = 2
var/sortType = ""
var/ptype = 0
diff --git a/code/modules/research/circuitprinter.dm b/code/modules/research/circuitprinter.dm
index 3e3207fdb9..f793c0318a 100644
--- a/code/modules/research/circuitprinter.dm
+++ b/code/modules/research/circuitprinter.dm
@@ -16,7 +16,7 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
var/mat_efficiency = 1
var/speed = 1
- materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, MAT_PLASTEEL = 0, "plastic" = 0, MAT_GRAPHITE = 0, "gold" = 0, "silver" = 0, "osmium" = 0, MAT_LEAD = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0, MAT_DURASTEEL = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, MAT_METALHYDROGEN = 0, MAT_SUPERMATTER = 0)
+ materials = list(MAT_STEEL = 0, MAT_GLASS = 0, MAT_PLASTEEL = 0, MAT_PLASTIC = 0, MAT_GRAPHITE = 0, MAT_GOLD = 0, MAT_SILVER = 0, MAT_OSMIUM = 0, MAT_LEAD = 0, MAT_PHORON = 0, MAT_URANIUM = 0, MAT_DIAMOND = 0, MAT_DURASTEEL = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, MAT_METALHYDROGEN = 0, MAT_SUPERMATTER = 0)
hidden_materials = list(MAT_PLASTEEL, MAT_DURASTEEL, MAT_GRAPHITE, MAT_VERDANTIUM, MAT_MORPHIUM, MAT_METALHYDROGEN, MAT_SUPERMATTER)
diff --git a/code/modules/research/designs/HUDs.dm b/code/modules/research/designs/HUDs.dm
index 4a6648f26a..d1e7541f0f 100644
--- a/code/modules/research/designs/HUDs.dm
+++ b/code/modules/research/designs/HUDs.dm
@@ -1,7 +1,7 @@
// HUDs
/datum/design/item/hud
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ materials = list(MAT_STEEL = 50, MAT_GLASS = 50)
/datum/design/item/hud/AssembleDesignName()
..()
@@ -42,6 +42,6 @@
name = "graviton visor"
id = "graviton_goggles"
req_tech = list(TECH_MAGNET = 5, TECH_ENGINEERING = 3, TECH_BLUESPACE = 3, TECH_PHORON = 3)
- materials = list(MAT_PLASTEEL = 2000, "glass" = 3000, MAT_PHORON = 1500)
+ materials = list(MAT_PLASTEEL = 2000, MAT_GLASS = 3000, MAT_PHORON = 1500)
build_path = /obj/item/clothing/glasses/graviton
sort_string = "EAAAE"
\ No newline at end of file
diff --git a/code/modules/research/designs/HUDs_vr.dm b/code/modules/research/designs/HUDs_vr.dm
index aef8b12b0c..961c151443 100644
--- a/code/modules/research/designs/HUDs_vr.dm
+++ b/code/modules/research/designs/HUDs_vr.dm
@@ -2,6 +2,6 @@
name = "AR glasses"
id = "omnihud"
req_tech = list(TECH_MAGNET = 4, TECH_COMBAT = 3, TECH_BIO = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 1000)
+ materials = list(MAT_STEEL = 1000, MAT_GLASS = 1000)
build_path = /obj/item/clothing/glasses/omnihud
sort_string = "EAAVA"
\ No newline at end of file
diff --git a/code/modules/research/designs/ai_holders.dm b/code/modules/research/designs/ai_holders.dm
index 7cf36c5bb6..2f1fe24c12 100644
--- a/code/modules/research/designs/ai_holders.dm
+++ b/code/modules/research/designs/ai_holders.dm
@@ -8,7 +8,7 @@
id = "mmi"
req_tech = list(TECH_DATA = 2, TECH_BIO = 3)
build_type = PROTOLATHE | PROSFAB
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500)
+ materials = list(MAT_STEEL = 1000, MAT_GLASS = 500)
build_path = /obj/item/device/mmi
category = list("Misc")
sort_string = "SAAAA"
@@ -18,7 +18,7 @@
id = "posibrain"
req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 6, TECH_BLUESPACE = 2, TECH_DATA = 4)
build_type = PROTOLATHE | PROSFAB
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 500, "phoron" = 500, "diamond" = 100)
+ materials = list(MAT_STEEL = 2000, MAT_GLASS = 1000, MAT_SILVER = 1000, MAT_GOLD = 500, MAT_PHORON = 500, MAT_DIAMOND = 100)
build_path = /obj/item/device/mmi/digital/posibrain
category = list("Misc")
sort_string = "SAAAB"
@@ -28,7 +28,7 @@
id = "dronebrain"
req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 5, TECH_DATA = 4)
build_type = PROTOLATHE | PROSFAB
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 500)
+ materials = list(MAT_STEEL = 2000, MAT_GLASS = 1000, MAT_SILVER = 1000, MAT_GOLD = 500)
build_path = /obj/item/device/mmi/digital/robot
category = list("Misc")
sort_string = "SAAAC"
@@ -37,7 +37,7 @@
name = "'pAI', personal artificial intelligence device"
id = "paicard"
req_tech = list(TECH_DATA = 2)
- materials = list("glass" = 500, DEFAULT_WALL_MATERIAL = 500)
+ materials = list(MAT_GLASS = 500, MAT_STEEL = 500)
build_path = /obj/item/device/paicard
sort_string = "SBAAA"
@@ -46,6 +46,6 @@
desc = "Allows for the construction of an intelliCore."
id = "intellicore"
req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 4)
- materials = list("glass" = 1000, "gold" = 200)
+ materials = list(MAT_GLASS = 1000, MAT_GOLD = 200)
build_path = /obj/item/device/aicard
sort_string = "SCAAA"
\ No newline at end of file
diff --git a/code/modules/research/designs/bag_of_holding.dm b/code/modules/research/designs/bag_of_holding.dm
index 673977d370..6f5a70adc6 100644
--- a/code/modules/research/designs/bag_of_holding.dm
+++ b/code/modules/research/designs/bag_of_holding.dm
@@ -9,7 +9,7 @@
desc = "For the most tenacious miners, a bag with incomprehensible depth!"
id = "ore_holding"
req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 3)
- materials = list("gold" = 1000, "diamond" = 500, "uranium" = 250) // Less expensive since it can only hold ores
+ materials = list(MAT_GOLD = 1000, MAT_DIAMOND = 500, MAT_URANIUM = 250) // Less expensive since it can only hold ores
build_path = /obj/item/weapon/storage/bag/ore/holding
sort_string = "QAAAA"
@@ -18,7 +18,7 @@
desc = "Using localized pockets of bluespace this bag prototype offers incredible storage capacity with the contents weighting nothing. It's a shame the bag itself is pretty heavy."
id = "bag_holding"
req_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 6)
- materials = list("gold" = 3000, "diamond" = 1500, "uranium" = 250)
+ materials = list(MAT_GOLD = 3000, MAT_DIAMOND = 1500, MAT_URANIUM = 250)
build_path = /obj/item/weapon/storage/backpack/holding
sort_string = "QAAAA"
@@ -27,7 +27,7 @@
desc = "A minaturized prototype of the popular Bag of Holding, the Dufflebag of Holding is, functionally, identical to the bag of holding, but comes in a more stylish and compact form."
id = "dufflebag_holding"
req_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 6)
- materials = list("gold" = 3000, "diamond" = 1500, "uranium" = 250)
+ materials = list(MAT_GOLD = 3000, MAT_DIAMOND = 1500, MAT_URANIUM = 250)
build_path = /obj/item/weapon/storage/backpack/holding/duffle
sort_string = "QAAAB"
diff --git a/code/modules/research/designs/beakers.dm b/code/modules/research/designs/beakers.dm
index fe231699d5..0b3c359d39 100644
--- a/code/modules/research/designs/beakers.dm
+++ b/code/modules/research/designs/beakers.dm
@@ -8,7 +8,7 @@
desc = "A cryostasis beaker that allows for chemical storage without reactions. Can hold up to 50 units."
id = "splitbeaker"
req_tech = list(TECH_MATERIAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 3000)
+ materials = list(MAT_STEEL = 3000)
build_path = /obj/item/weapon/reagent_containers/glass/beaker/noreact
sort_string = "IAAAA"
@@ -17,6 +17,6 @@
desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units."
id = "bluespacebeaker"
req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 6)
- materials = list(DEFAULT_WALL_MATERIAL = 3000, "phoron" = 3000, "diamond" = 500)
+ materials = list(MAT_STEEL = 3000, MAT_PHORON = 3000, MAT_DIAMOND = 500)
build_path = /obj/item/weapon/reagent_containers/glass/beaker/bluespace
sort_string = "IAAAB"
\ No newline at end of file
diff --git a/code/modules/research/designs/bio_devices.dm b/code/modules/research/designs/bio_devices.dm
index 8762364105..27f1e0a556 100644
--- a/code/modules/research/designs/bio_devices.dm
+++ b/code/modules/research/designs/bio_devices.dm
@@ -1,5 +1,5 @@
/datum/design/item/biotech
- materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 20)
+ materials = list(MAT_STEEL = 30, MAT_GLASS = 20)
/datum/design/item/biotech/AssembleDesignName()
..()
@@ -39,7 +39,7 @@
desc = "A hand-held scanner able to diagnose robotic injuries."
id = "robot_scanner"
req_tech = list(TECH_MAGNET = 3, TECH_BIO = 2, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200)
+ materials = list(MAT_STEEL = 500, MAT_GLASS = 200)
build_path = /obj/item/device/robotanalyzer
sort_string = "JAACA"
@@ -47,7 +47,7 @@
desc = "A tube of paste containing swarms of repair nanites. Very effective in repairing robotic machinery."
id = "nanopaste"
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000)
+ materials = list(MAT_STEEL = 7000, MAT_GLASS = 7000)
build_path = /obj/item/stack/nanopaste
sort_string = "JAACB"
@@ -55,7 +55,7 @@
desc = "A device capable of quickly scanning all relevant data about a plant."
id = "plant_analyzer"
req_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500)
+ materials = list(MAT_STEEL = 500, MAT_GLASS = 500)
build_path = /obj/item/device/analyzer/plant_analyzer
sort_string = "JAADA"
diff --git a/code/modules/research/designs/bio_devices_vr.dm b/code/modules/research/designs/bio_devices_vr.dm
index 253249b617..ee651b193e 100644
--- a/code/modules/research/designs/bio_devices_vr.dm
+++ b/code/modules/research/designs/bio_devices_vr.dm
@@ -2,7 +2,7 @@
name = "nanite implant framework"
id = "nif"
req_tech = list(TECH_MAGNET = 5, TECH_BLUESPACE = 5, TECH_MATERIAL = 5, TECH_ENGINEERING = 5, TECH_DATA = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 8000, "uranium" = 6000, "diamond" = 6000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 8000, MAT_URANIUM = 6000, MAT_DIAMOND = 6000)
build_path = /obj/item/device/nif
sort_string = "JVAAA"
@@ -10,7 +10,7 @@
name = "bioadaptive NIF"
id = "bioadapnif"
req_tech = list(TECH_MAGNET = 5, TECH_BLUESPACE = 5, TECH_MATERIAL = 5, TECH_ENGINEERING = 5, TECH_DATA = 5, TECH_BIO = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 15000, "uranium" = 10000, "diamond" = 10000)
+ materials = list(MAT_STEEL = 10000, MAT_GLASS = 15000, MAT_URANIUM = 10000, MAT_DIAMOND = 10000)
build_path = /obj/item/device/nif/bioadap
sort_string = "JVAAB"
@@ -18,6 +18,6 @@
name = "adv. NIF repair tool"
id = "anrt"
req_tech = list(TECH_MAGNET = 5, TECH_BLUESPACE = 5, TECH_MATERIAL = 5, TECH_ENGINEERING = 5, TECH_DATA = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 3000, "uranium" = 2000, "diamond" = 2000)
+ materials = list(MAT_STEEL = 2000, MAT_GLASS = 3000, MAT_URANIUM = 2000, MAT_DIAMOND = 2000)
build_path = /obj/item/device/nifrepairer
sort_string = "JVABA"
\ No newline at end of file
diff --git a/code/modules/research/designs/circuit_assembly.dm b/code/modules/research/designs/circuit_assembly.dm
index 0ce5d0ca8a..c637e450d2 100644
--- a/code/modules/research/designs/circuit_assembly.dm
+++ b/code/modules/research/designs/circuit_assembly.dm
@@ -9,7 +9,7 @@
desc = "A portable(ish) printer for modular machines."
id = "ic_printer"
req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 4, TECH_DATA = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 10000)
+ materials = list(MAT_STEEL = 10000)
build_path = /obj/item/device/integrated_circuit_printer
sort_string = "UAAAA"
@@ -18,7 +18,7 @@
desc = "Allows the integrated circuit printer to create advanced circuits"
id = "ic_printer_upgrade_adv"
req_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 2000)
+ materials = list(MAT_STEEL = 2000)
build_path = /obj/item/weapon/disk/integrated_circuit/upgrade/advanced
sort_string = "UBAAA"
@@ -26,7 +26,7 @@
name = "Custom wirer tool"
id = "wirer"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 2500)
build_path = /obj/item/device/integrated_electronics/wirer
sort_string = "UCAAA"
@@ -34,7 +34,7 @@
name = "Custom circuit debugger tool"
id = "debugger"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 2500)
build_path = /obj/item/device/integrated_electronics/debugger
sort_string = "UCBBB"
@@ -49,7 +49,7 @@
desc = "A customizable assembly for simple, small devices."
id = "assembly-small"
req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 2, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 10000)
+ materials = list(MAT_STEEL = 10000)
build_path = /obj/item/device/electronic_assembly
sort_string = "UDAAA"
@@ -58,7 +58,7 @@
desc = "A customizable assembly suited for more ambitious mechanisms."
id = "assembly-medium"
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 20000)
+ materials = list(MAT_STEEL = 20000)
build_path = /obj/item/device/electronic_assembly/medium
sort_string = "UDAAB"
@@ -67,7 +67,7 @@
desc = "A customizable assembly for large machines."
id = "assembly-large"
req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_POWER = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 40000)
+ materials = list(MAT_STEEL = 40000)
build_path = /obj/item/device/electronic_assembly/large
sort_string = "UDAAC"
@@ -76,7 +76,7 @@
desc = "A customizable assembly optimized for autonomous devices."
id = "assembly-drone"
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 4, TECH_POWER = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 30000)
+ materials = list(MAT_STEEL = 30000)
build_path = /obj/item/device/electronic_assembly/drone
sort_string = "UDAAD"
@@ -85,7 +85,7 @@
desc = "An customizable assembly designed to interface with other devices."
id = "assembly-device"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000)
+ materials = list(MAT_STEEL = 5000)
build_path = /obj/item/device/assembly/electronic_assembly
sort_string = "UDAAE"
@@ -94,6 +94,6 @@
desc = "An customizable assembly for very small devices, implanted into living entities."
id = "assembly-implant"
req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_POWER = 3, TECH_BIO = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 2000)
+ materials = list(MAT_STEEL = 2000)
build_path = /obj/item/weapon/implant/integrated_circuit
sort_string = "UDAAF"
\ No newline at end of file
diff --git a/code/modules/research/designs/circuits/ai_modules.dm b/code/modules/research/designs/circuits/ai_modules.dm
index 378a4fde0d..c9dc9b1942 100644
--- a/code/modules/research/designs/circuits/ai_modules.dm
+++ b/code/modules/research/designs/circuits/ai_modules.dm
@@ -1,6 +1,6 @@
/datum/design/aimodule
build_type = IMPRINTER
- materials = list("glass" = 2000, "gold" = 100)
+ materials = list(MAT_GLASS = 2000, MAT_GOLD = 100)
/datum/design/aimodule/AssembleDesignName()
name = "AI module design ([name])"
diff --git a/code/modules/research/designs/circuits/circuits.dm b/code/modules/research/designs/circuits/circuits.dm
index 506f1c42d5..4ec925ecac 100644
--- a/code/modules/research/designs/circuits/circuits.dm
+++ b/code/modules/research/designs/circuits/circuits.dm
@@ -5,7 +5,7 @@ CIRCUITS BELOW
/datum/design/circuit
build_type = IMPRINTER
req_tech = list(TECH_DATA = 2)
- materials = list("glass" = 2000)
+ materials = list(MAT_GLASS = 2000)
chemicals = list("sacid" = 20)
time = 5
@@ -493,7 +493,7 @@ CIRCUITS BELOW
name = "'Durand' central control"
id = "durand_main"
req_tech = list(TECH_DATA = 4)
- materials = list("glass" = 2000, MAT_GRAPHITE = 1250)
+ materials = list(MAT_GLASS = 2000, MAT_GRAPHITE = 1250)
chemicals = list("sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/durand/main
sort_string = "NAADA"
@@ -502,7 +502,7 @@ CIRCUITS BELOW
name = "'Durand' peripherals control"
id = "durand_peri"
req_tech = list(TECH_DATA = 4)
- materials = list("glass" = 2000, MAT_GRAPHITE = 1250)
+ materials = list(MAT_GLASS = 2000, MAT_GRAPHITE = 1250)
chemicals = list("sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/durand/peripherals
sort_string = "NAADB"
@@ -511,7 +511,7 @@ CIRCUITS BELOW
name = "'Durand' weapon control and targeting"
id = "durand_targ"
req_tech = list(TECH_DATA = 4, TECH_COMBAT = 2)
- materials = list("glass" = 2000, MAT_GRAPHITE = 1250)
+ materials = list(MAT_GLASS = 2000, MAT_GRAPHITE = 1250)
chemicals = list("sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/durand/targeting
sort_string = "NAADC"
@@ -578,7 +578,7 @@ CIRCUITS BELOW
/datum/design/circuit/shield
req_tech = list(TECH_BLUESPACE = 4, TECH_PHORON = 3)
- materials = list("glass" = 2000, "gold" = 1000)
+ materials = list(MAT_GLASS = 2000, MAT_GOLD = 1000)
/datum/design/circuit/shield/AssembleDesignName()
name = "Shield generator circuit design ([name])"
diff --git a/code/modules/research/designs/engineering.dm b/code/modules/research/designs/engineering.dm
index 6a6dbc4e16..1ce4143981 100644
--- a/code/modules/research/designs/engineering.dm
+++ b/code/modules/research/designs/engineering.dm
@@ -9,7 +9,7 @@
desc = "A welding tool that generate fuel for itself."
id = "expwelder"
req_tech = list(TECH_ENGINEERING = 4, TECH_PHORON = 3, TECH_MATERIAL = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120, "phoron" = 100)
+ materials = list(MAT_STEEL = 70, MAT_GLASS = 120, MAT_PHORON = 100)
build_path = /obj/item/weapon/weldingtool/experimental
sort_string = "NAAAA"
@@ -18,7 +18,7 @@
desc = "A simple powered hand drill."
id = "handdrill"
req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 300, "silver" = 100)
+ materials = list(MAT_STEEL = 300, MAT_SILVER = 100)
build_path = /obj/item/weapon/tool/screwdriver/power
sort_string = "NAAAB"
@@ -27,7 +27,7 @@
desc = "A set of jaws of life, compressed through the magic of science."
id = "jawslife"
req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 300, "silver" = 100)
+ materials = list(MAT_STEEL = 300, MAT_SILVER = 100)
build_path = /obj/item/weapon/tool/crowbar/power
sort_string = "NAAAC"
// YW addition begins
@@ -55,7 +55,7 @@
desc = "A counterpart to the rapid construction device that allows creating and placing atmospheric and disposal pipes."
id = "rapidpipedispenser"
req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_GLASS = 2000)
+ materials = list(MAT_STEEL = 4000, MAT_GLASS = 2000)
build_path = /obj/item/weapon/pipe_dispenser
sort_string = "NAAAD"
@@ -70,7 +70,7 @@
desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
id = "tscanner"
req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2, TECH_MATERIAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 200)
+ materials = list(MAT_STEEL = 200)
build_path = /obj/item/device/t_scanner
sort_string = "NBAAA"
@@ -79,7 +79,7 @@
desc = "An upgraded version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
id = "upgradedtscanner"
req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 4, TECH_MATERIAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 500, "phoron" = 150)
+ materials = list(MAT_STEEL = 500, MAT_PHORON = 150)
build_path = /obj/item/device/t_scanner/upgraded
sort_string = "NBAAB"
@@ -88,7 +88,7 @@
desc = "An advanced version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
id = "advancedtscanner"
req_tech = list(TECH_MAGNET = 6, TECH_ENGINEERING = 6, TECH_MATERIAL = 6)
- materials = list(DEFAULT_WALL_MATERIAL = 1250, "phoron" = 500, "silver" = 50)
+ materials = list(MAT_STEEL = 1250, MAT_PHORON = 500, MAT_SILVER = 50)
build_path = /obj/item/device/t_scanner/advanced
sort_string = "NBAAC"
@@ -97,6 +97,6 @@
desc = "A hand-held environmental scanner which reports current gas levels."
id = "atmosanalyzer"
req_tech = list(TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 200, "glass" = 100)
+ materials = list(MAT_STEEL = 200, MAT_GLASS = 100)
build_path = /obj/item/device/analyzer
sort_string = "NBABA"
diff --git a/code/modules/research/designs/implants.dm b/code/modules/research/designs/implants.dm
index 4c4b5ba801..2f9e4cc83d 100644
--- a/code/modules/research/designs/implants.dm
+++ b/code/modules/research/designs/implants.dm
@@ -1,7 +1,7 @@
// Implants
/datum/design/item/implant
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ materials = list(MAT_STEEL = 50, MAT_GLASS = 50)
/datum/design/item/implant/AssembleDesignName()
..()
diff --git a/code/modules/research/designs/implants_vr.dm b/code/modules/research/designs/implants_vr.dm
index 7a27266e83..9812e0f192 100644
--- a/code/modules/research/designs/implants_vr.dm
+++ b/code/modules/research/designs/implants_vr.dm
@@ -2,7 +2,7 @@
name = "Backup implant"
id = "implant_backup"
req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2, TECH_DATA = 4, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 2000)
+ materials = list(MAT_STEEL = 2000, MAT_GLASS = 2000)
build_path = /obj/item/weapon/implantcase/backup
sort_string = "MFAVA"
@@ -10,16 +10,6 @@
name = "Size control implant"
id = "implant_size"
req_tech = list(TECH_MATERIAL = 3, TECH_BIO = 4, TECH_DATA = 4, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000)
+ materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000)
build_path = /obj/item/weapon/implanter/sizecontrol
sort_string = "MFAVB"
-
-/* Make language great again
-/datum/design/item/implant/language
- name = "Language implant"
- id = "implant_language"
- req_tech = list(TECH_MATERIAL = 5, TECH_BIO = 5, TECH_DATA = 4, TECH_ENGINEERING = 4) //This is not an easy to make implant.
- materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000, "gold" = 2000, "diamond" = 3000)
- build_path = /obj/item/weapon/implantcase/vrlanguage
- sort_string = "MFAVC"
-*/
\ No newline at end of file
diff --git a/code/modules/research/designs/locator_devices.dm b/code/modules/research/designs/locator_devices.dm
index b6f149393c..cdba0f6926 100644
--- a/code/modules/research/designs/locator_devices.dm
+++ b/code/modules/research/designs/locator_devices.dm
@@ -2,7 +2,7 @@
/datum/design/item/gps
req_tech = list(TECH_MATERIAL = 2, TECH_DATA = 2, TECH_BLUESPACE = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 500)
+ materials = list(MAT_STEEL = 500)
/datum/design/item/gps/AssembleDesignName()
..()
@@ -67,7 +67,7 @@
desc = "Used to scan and locate signals on a particular frequency."
id = "beacon_locator"
req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 2, TECH_BLUESPACE = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 500)
+ materials = list(MAT_STEEL = 1000,MAT_GLASS = 500)
build_path = /obj/item/device/beacon_locator
sort_string = "DBAAA"
@@ -75,6 +75,6 @@
name = "Bluespace tracking beacon"
id = "beacon"
req_tech = list(TECH_BLUESPACE = 1)
- materials = list (DEFAULT_WALL_MATERIAL = 20, "glass" = 10)
+ materials = list (MAT_STEEL = 20, MAT_GLASS = 10)
build_path = /obj/item/device/radio/beacon
sort_string = "DBABA"
\ No newline at end of file
diff --git a/code/modules/research/designs/medical.dm b/code/modules/research/designs/medical.dm
index 13c7307d70..971798eed7 100644
--- a/code/modules/research/designs/medical.dm
+++ b/code/modules/research/designs/medical.dm
@@ -1,5 +1,5 @@
/datum/design/item/medical
- materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 20)
+ materials = list(MAT_STEEL = 30, MAT_GLASS = 20)
/datum/design/item/medical/AssembleDesignName()
..()
@@ -12,7 +12,7 @@
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks basic and could be improved."
id = "scalpel_laser1"
req_tech = list(TECH_BIO = 2, TECH_MATERIAL = 2, TECH_MAGNET = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500)
+ materials = list(MAT_STEEL = 12500, MAT_GLASS = 7500)
build_path = /obj/item/weapon/surgical/scalpel/laser1
sort_string = "KAAAA"
@@ -21,7 +21,7 @@
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks somewhat advanced."
id = "scalpel_laser2"
req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 4, TECH_MAGNET = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2500)
+ materials = list(MAT_STEEL = 12500, MAT_GLASS = 7500, MAT_SILVER = 2500)
build_path = /obj/item/weapon/surgical/scalpel/laser2
sort_string = "KAAAB"
@@ -30,7 +30,7 @@
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks to be the pinnacle of precision energy cutlery!"
id = "scalpel_laser3"
req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 6, TECH_MAGNET = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2000, "gold" = 1500)
+ materials = list(MAT_STEEL = 12500, MAT_GLASS = 7500, MAT_SILVER = 2000, MAT_GOLD = 1500)
build_path = /obj/item/weapon/surgical/scalpel/laser3
sort_string = "KAAAC"
@@ -39,7 +39,7 @@
desc = "A true extension of the surgeon's body, this marvel instantly and completely prepares an incision allowing for the immediate commencement of therapeutic steps."
id = "scalpel_manager"
req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 7, TECH_MAGNET = 5, TECH_DATA = 4)
- materials = list (DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 1500, "gold" = 1500, "diamond" = 750)
+ materials = list (MAT_STEEL = 12500, MAT_GLASS = 7500, MAT_SILVER = 1500, MAT_GOLD = 1500, MAT_DIAMOND = 750)
build_path = /obj/item/weapon/surgical/scalpel/manager
sort_string = "KAAAD"
@@ -48,7 +48,7 @@
desc = "A strange development following the I.M.S., this heavy tool can split and open, or close and shut, intentional holes in bones."
id = "advanced_saw"
req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_DATA = 5)
- materials = list (DEFAULT_WALL_MATERIAL = 12500, MAT_PLASTIC = 800, "silver" = 1500, "gold" = 1500, MAT_OSMIUM = 1000)
+ materials = list (MAT_STEEL = 12500, MAT_PLASTIC = 800, MAT_SILVER = 1500, MAT_GOLD = 1500, MAT_OSMIUM = 1000)
build_path = /obj/item/weapon/surgical/circular_saw/manager
sort_string = "KAAAE"
@@ -57,7 +57,7 @@
desc = "A modern and horrifying take on an ancient practice, this tool is capable of rapidly removing an organ from a hopefully willing patient, without damaging it."
id = "organ_ripper"
req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 5, TECH_MAGNET = 4, TECH_ILLEGAL = 3)
- materials = list (DEFAULT_WALL_MATERIAL = 12500, MAT_PLASTIC = 8000, MAT_OSMIUM = 2500)
+ materials = list (MAT_STEEL = 12500, MAT_PLASTIC = 8000, MAT_OSMIUM = 2500)
build_path = /obj/item/weapon/surgical/scalpel/ripper
sort_string = "KAAAF"
@@ -66,7 +66,7 @@
desc = "A miracle of modern science, this tool rapidly knits together bone, without the need for bone gel."
id = "bone_clamp"
req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 5, TECH_MAGNET = 4, TECH_DATA = 4)
- materials = list (DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2500)
+ materials = list (MAT_STEEL = 12500, MAT_GLASS = 7500, MAT_SILVER = 2500)
build_path = /obj/item/weapon/surgical/bone_clamp
sort_string = "KAABA"
@@ -75,7 +75,7 @@
desc = "A hand-held body scanner able to distinguish vital signs of the subject."
id = "medical_analyzer"
req_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500)
+ materials = list(MAT_STEEL = 500, MAT_GLASS = 500)
build_path = /obj/item/device/healthanalyzer
sort_string = "KBAAA"
@@ -84,7 +84,7 @@
desc = "A prototype version of the regular health analyzer, able to distinguish the location of more serious injuries as well as accurately determine radiation levels."
id = "improved_analyzer"
req_tech = list(TECH_MAGNET = 5, TECH_BIO = 6)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 1500)
+ materials = list(MAT_STEEL = 2000, MAT_GLASS = 1000, MAT_SILVER = 1000, MAT_GOLD = 1500)
build_path = /obj/item/device/healthanalyzer/improved
sort_string = "KBAAB"
@@ -121,6 +121,6 @@
desc = "A more advanced version of the regular roller bed, with inbuilt surgical stabilisers and an improved folding system."
id = "roller_bed"
req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 3, TECH_MAGNET = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 2000, "phoron" = 2000)
+ materials = list(MAT_STEEL = 4000, MAT_GLASS = 2000, MAT_PHORON = 2000)
build_path = /obj/item/roller/adv
sort_string = "KCAAA"
diff --git a/code/modules/research/designs/medical_vr.dm b/code/modules/research/designs/medical_vr.dm
index 33e049e437..30641fbed2 100644
--- a/code/modules/research/designs/medical_vr.dm
+++ b/code/modules/research/designs/medical_vr.dm
@@ -17,7 +17,7 @@
name = "SleeveMate 3700"
id = "sleevemate"
req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_BIO = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000)
+ materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000)
build_path = /obj/item/device/sleevemate
sort_string = "KCAVA"
@@ -26,7 +26,7 @@
desc = "This prototype hypospray is a sterile, air-needle autoinjector for rapid administration of drugs to patients."
id = "protohypospray"
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_POWER = 2, TECH_BIO = 4, TECH_ILLEGAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 1500, "silver" = 2000, "gold" = 1500, "uranium" = 1000)
+ materials = list(MAT_STEEL = 500, MAT_GLASS = 1500, MAT_SILVER = 2000, MAT_GOLD = 1500, MAT_URANIUM = 1000)
build_path = /obj/item/weapon/reagent_containers/hypospray/science
sort_string = "KCAVB"
@@ -41,7 +41,7 @@
name = "cell-loaded medigun"
id = "cell_medigun"
req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 4, TECH_POWER = 3, TECH_BIO = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 8000, "plastic" = 8000, "glass" = 5000, "silver" = 1000, "gold" = 1000, "uranium" = 1000)
+ materials = list(MAT_STEEL = 8000, MAT_PLASTIC = 8000, MAT_GLASS = 5000, MAT_SILVER = 1000, MAT_GOLD = 1000, MAT_URANIUM = 1000)
build_path = /obj/item/weapon/gun/projectile/cell_loaded/medical
sort_string = "KVAAA"
@@ -49,7 +49,7 @@
name = "medical cell magazine"
id = "cell_medigun_mag"
req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 4, TECH_POWER = 3, TECH_BIO = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "plastic" = 6000, "glass" = 3000, "silver" = 500, "gold" = 500)
+ materials = list(MAT_STEEL = 4000, MAT_PLASTIC = 6000, MAT_GLASS = 3000, MAT_SILVER = 500, MAT_GOLD = 500)
build_path = /obj/item/ammo_magazine/cell_mag/medical
sort_string = "KVBAA"
@@ -57,7 +57,7 @@
name = "advanced medical cell magazine"
id = "cell_medigun_mag_advanced"
req_tech = list(TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_POWER = 4, TECH_BIO = 7)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "plastic" = 10000, "glass" = 5000, "silver" = 1500, "gold" = 1500, "diamond" = 5000)
+ materials = list(MAT_STEEL = 5000, MAT_PLASTIC = 10000, MAT_GLASS = 5000, MAT_SILVER = 1500, MAT_GOLD = 1500, MAT_DIAMOND = 5000)
build_path = /obj/item/ammo_magazine/cell_mag/medical/advanced
sort_string = "KVBAB"
@@ -71,7 +71,7 @@
name = "BRUTE"
id = "ml3m_cell_brute"
req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_BIO = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000)
build_path = /obj/item/ammo_casing/microbattery/medical/brute
sort_string = "KVCAA"
@@ -79,7 +79,7 @@
name = "BURN"
id = "ml3m_cell_burn"
req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_BIO = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000)
build_path = /obj/item/ammo_casing/microbattery/medical/burn
sort_string = "KVCAB"
@@ -87,7 +87,7 @@
name = "STABILIZE"
id = "ml3m_cell_stabilize"
req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_BIO = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000)
build_path = /obj/item/ammo_casing/microbattery/medical/stabilize
sort_string = "KVCAC"
@@ -97,7 +97,7 @@
name = "TOXIN"
id = "ml3m_cell_toxin"
req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 3, TECH_BIO = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500)
build_path = /obj/item/ammo_casing/microbattery/medical/toxin
sort_string = "KVCBA"
@@ -105,7 +105,7 @@
name = "OMNI"
id = "ml3m_cell_omni"
req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 3, TECH_BIO = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500)
build_path = /obj/item/ammo_casing/microbattery/medical/omni
sort_string = "KVCBB"
@@ -113,7 +113,7 @@
name = "ANTIRAD"
id = "ml3m_cell_antirad"
req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 3, TECH_BIO = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500)
build_path = /obj/item/ammo_casing/microbattery/medical/antirad
sort_string = "KVCBC"
@@ -123,7 +123,7 @@
name = "BRUTE-II"
id = "ml3m_cell_brute2"
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 1000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_GOLD = 1000)
build_path = /obj/item/ammo_casing/microbattery/medical/brute2
sort_string = "KVCCA"
@@ -131,7 +131,7 @@
name = "BURN-II"
id = "ml3m_cell_burn2"
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 1000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_GOLD = 1000)
build_path = /obj/item/ammo_casing/microbattery/medical/burn2
sort_string = "KVCCB"
@@ -139,7 +139,7 @@
name = "STABILIZE-II"
id = "ml3m_cell_stabilize2"
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "silver" = 1000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_SILVER = 1000)
build_path = /obj/item/ammo_casing/microbattery/medical/stabilize2
sort_string = "KVCCC"
@@ -147,7 +147,7 @@
name = "OMNI-II"
id = "ml3m_cell_omni2"
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 1000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_URANIUM = 1000)
build_path = /obj/item/ammo_casing/microbattery/medical/omni2
sort_string = "KVCCD"
@@ -157,7 +157,7 @@
name = "TOXIN-II"
id = "ml3m_cell_toxin2"
req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 3, TECH_POWER = 3, TECH_BIO = 6)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 1000, "silver" = 1000, "diamond" = 500)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_URANIUM = 1000, MAT_SILVER = 1000, MAT_DIAMOND = 500)
build_path = /obj/item/ammo_casing/microbattery/medical/toxin2
sort_string = "KVCDA"
/*
@@ -165,7 +165,7 @@
name = "HASTE"
id = "ml3m_cell_haste"
req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 3, TECH_POWER = 3, TECH_BIO = 6)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 1000, "silver" = 1000, "diamond" = 1000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_GOLD = 1000, MAT_SILVER = 1000, MAT_DIAMOND = 1000)
build_path = /obj/item/ammo_casing/microbattery/medical/haste
sort_string = "KVCDB"
@@ -173,7 +173,7 @@
name = "RESIST"
id = "ml3m_cell_resist"
req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 3, TECH_POWER = 3, TECH_BIO = 6)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 1000, "uranium" = 1000, "diamond" = 1000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_GOLD = 1000, MAT_URANIUM = 1000, MAT_DIAMOND = 1000)
build_path = /obj/item/ammo_casing/microbattery/medical/resist
sort_string = "KVCDC"
*/
@@ -181,7 +181,7 @@
name = "CORPSE MEND"
id = "ml3m_cell_corpse_mend"
req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 3, TECH_POWER = 3, TECH_BIO = 6)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "phoron" = 3000, "diamond" = 3000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_PHORON = 3000, MAT_DIAMOND = 3000)
build_path = /obj/item/ammo_casing/microbattery/medical/corpse_mend
sort_string = "KVCDD"
@@ -191,7 +191,7 @@
name = "BRUTE-III"
id = "ml3m_cell_brute3"
req_tech = list(TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_POWER = 5, TECH_BIO = 7, TECH_PRECURSOR = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "diamond" = 500, "verdantium" = 1000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_DIAMOND = 500, MAT_VERDANTIUM = 1000)
build_path = /obj/item/ammo_casing/microbattery/medical/brute3
sort_string = "KVCEA"
@@ -199,7 +199,7 @@
name = "BURN-III"
id = "ml3m_cell_burn3"
req_tech = list(TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_POWER = 5, TECH_BIO = 7, TECH_PRECURSOR = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "diamond" = 500, "verdantium" = 1000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_DIAMOND = 500, MAT_VERDANTIUM = 1000)
build_path = /obj/item/ammo_casing/microbattery/medical/burn3
sort_string = "KVCEB"
@@ -207,7 +207,7 @@
name = "TOXIN-III"
id = "ml3m_cell_toxin3"
req_tech = list(TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_POWER = 5, TECH_BIO = 7, TECH_ARCANE = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "diamond" = 500, "verdantium" = 1000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_DIAMOND = 500, MAT_VERDANTIUM = 1000)
build_path = /obj/item/ammo_casing/microbattery/medical/toxin3
sort_string = "KVCEC"
@@ -215,7 +215,7 @@
name = "OMNI-III"
id = "ml3m_cell_omni3"
req_tech = list(TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_POWER = 5, TECH_BIO = 7, TECH_ARCANE = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "diamond" = 500, "verdantium" = 1000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_DIAMOND = 500, MAT_VERDANTIUM = 1000)
build_path = /obj/item/ammo_casing/microbattery/medical/omni3
sort_string = "KVCED"
@@ -225,7 +225,7 @@
name = "SHRINK"
id = "ml3m_cell_shrink"
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_BLUESPACE = 3, TECH_BIO = 5, TECH_ILLEGAL = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 2000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_URANIUM = 2000)
build_path = /obj/item/ammo_casing/microbattery/medical/shrink
sort_string = "KVCOA"
@@ -233,7 +233,7 @@
name = "GROW"
id = "ml3m_cell_grow"
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_BLUESPACE = 3, TECH_BIO = 5, TECH_ILLEGAL = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 2000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_URANIUM = 2000)
build_path = /obj/item/ammo_casing/microbattery/medical/grow
sort_string = "KVCOB"
@@ -241,7 +241,7 @@
name = "NORMALSIZE"
id = "ml3m_cell_normalsize"
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_BLUESPACE = 3, TECH_BIO = 5, TECH_ILLEGAL = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 2000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_URANIUM = 2000)
build_path = /obj/item/ammo_casing/microbattery/medical/normalsize
sort_string = "KVCOC"
*/
diff --git a/code/modules/research/designs/mining_toys.dm b/code/modules/research/designs/mining_toys.dm
index 1684889b8e..02237b829d 100644
--- a/code/modules/research/designs/mining_toys.dm
+++ b/code/modules/research/designs/mining_toys.dm
@@ -7,35 +7,35 @@
/datum/design/item/weapon/mining/drill
id = "drill"
req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1000) //expensive, but no need for miners.
+ materials = list(MAT_STEEL = 6000, MAT_GLASS = 1000) //expensive, but no need for miners.
build_path = /obj/item/weapon/pickaxe/drill
sort_string = "FAAAA"
/datum/design/item/weapon/mining/jackhammer
id = "jackhammer"
req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "silver" = 500)
+ materials = list(MAT_STEEL = 2000, MAT_GLASS = 500, MAT_SILVER = 500)
build_path = /obj/item/weapon/pickaxe/jackhammer
sort_string = "FAAAB"
/datum/design/item/weapon/mining/plasmacutter
id = "plasmacutter"
req_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 500, "gold" = 500, "phoron" = 500)
+ materials = list(MAT_STEEL = 1500, MAT_GLASS = 500, MAT_GOLD = 500, MAT_PHORON = 500)
build_path = /obj/item/weapon/pickaxe/plasmacutter
sort_string = "FAAAC"
/datum/design/item/weapon/mining/pick_diamond
id = "pick_diamond"
req_tech = list(TECH_MATERIAL = 6)
- materials = list("diamond" = 3000)
+ materials = list(MAT_DIAMOND = 3000)
build_path = /obj/item/weapon/pickaxe/diamond
sort_string = "FAAAD"
/datum/design/item/weapon/mining/drill_diamond
id = "drill_diamond"
req_tech = list(TECH_MATERIAL = 6, TECH_POWER = 4, TECH_ENGINEERING = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000, "diamond" = 2000)
+ materials = list(MAT_STEEL = 3000, MAT_GLASS = 1000, MAT_DIAMOND = 2000)
build_path = /obj/item/weapon/pickaxe/diamonddrill
sort_string = "FAAAE"
@@ -45,7 +45,7 @@
desc = "Used to check spatial depth and density of rock outcroppings."
id = "depth_scanner"
req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2, TECH_BLUESPACE = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 1000)
+ materials = list(MAT_STEEL = 1000,MAT_GLASS = 1000)
build_path = /obj/item/device/depth_scanner
sort_string = "FBAAA"
diff --git a/code/modules/research/designs/misc.dm b/code/modules/research/designs/misc.dm
index 7ec9bad2fa..169959bd11 100644
--- a/code/modules/research/designs/misc.dm
+++ b/code/modules/research/designs/misc.dm
@@ -8,7 +8,7 @@
name = "Communicator"
id = "communicator"
req_tech = list(TECH_DATA = 2, TECH_MAGNET = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500)
+ materials = list(MAT_STEEL = 500, MAT_GLASS = 500)
build_path = /obj/item/device/communicator
sort_string = "TAAAA"
@@ -17,7 +17,7 @@
desc = "Don't shine it in your eyes!"
id = "laser_pointer"
req_tech = list(TECH_MAGNET = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 50)
+ materials = list(MAT_STEEL = 100, MAT_GLASS = 50)
build_path = /obj/item/device/laser_pointer
sort_string = "TAABA"
@@ -25,7 +25,7 @@
name = "handheld translator"
id = "translator"
req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 3000)
+ materials = list(MAT_STEEL = 3000, MAT_GLASS = 3000)
build_path = /obj/item/device/universal_translator
sort_string = "TAACA"
@@ -33,7 +33,7 @@
name = "earpiece translator"
id = "ear_translator"
req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 5) //It's been hella miniaturized.
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 2000, "gold" = 1000)
+ materials = list(MAT_STEEL = 2000, MAT_GLASS = 2000, MAT_GOLD = 1000)
build_path = /obj/item/device/universal_translator/ear
sort_string = "TAACB"
@@ -42,7 +42,7 @@
desc = "A device to automatically replace lights. Refill with working lightbulbs."
id = "light_replacer"
req_tech = list(TECH_MAGNET = 3, TECH_MATERIAL = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 1500, "silver" = 150, "glass" = 3000)
+ materials = list(MAT_STEEL = 1500, MAT_SILVER = 150, MAT_GLASS = 3000)
build_path = /obj/item/device/lightreplacer
sort_string = "TAADA"
@@ -51,7 +51,7 @@
desc = "Allows for deciphering the binary channel on-the-fly."
id = "binaryencrypt"
req_tech = list(TECH_ILLEGAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 300, "glass" = 300)
+ materials = list(MAT_STEEL = 300, MAT_GLASS = 300)
build_path = /obj/item/device/encryptionkey/binary
sort_string = "TBAAA"
@@ -60,7 +60,7 @@
desc = "A kit of dangerous, high-tech equipment with changeable looks."
id = "chameleon"
req_tech = list(TECH_ILLEGAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 500)
+ materials = list(MAT_STEEL = 500)
build_path = /obj/item/weapon/storage/box/syndie_kit/chameleon
sort_string = "TBAAB"
@@ -69,6 +69,6 @@
desc = "A marker that can be detected by shuttle landing systems."
id = "bsflare"
req_tech = list(TECH_DATA = 3, TECH_BLUESPACE = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_GLASS = 2000, MAT_SILVER = 2000)
+ materials = list(MAT_STEEL = 4000, MAT_GLASS = 2000, MAT_SILVER = 2000)
build_path = /obj/item/device/spaceflare
sort_string = "TBAAC"
diff --git a/code/modules/research/designs/misc_vr.dm b/code/modules/research/designs/misc_vr.dm
index 859834b447..afb0df0062 100644
--- a/code/modules/research/designs/misc_vr.dm
+++ b/code/modules/research/designs/misc_vr.dm
@@ -2,7 +2,7 @@
name = "HYPER jumpsuit"
id = "hfjumpsuit"
req_tech = list(TECH_BLUESPACE = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_GLASS = 1000)
+ materials = list(MAT_STEEL = 2000, MAT_GLASS = 1000)
build_path = /obj/item/clothing/under/hyperfiber
sort_string = "TAVAA"
@@ -10,7 +10,7 @@
name = "Bluespace jumpsuit"
id = "bsjumpsuit"
req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 3, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_GLASS = 4000)
+ materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000)
build_path = /obj/item/clothing/under/hyperfiber/bluespace
sort_string = "TAVAA"
@@ -18,7 +18,7 @@
name = "Size gun"
id = "sizegun"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 3000, MAT_GLASS = 2000)
+ materials = list(MAT_STEEL = 3000, MAT_GLASS = 2000)
build_path = /obj/item/weapon/gun/energy/sizegun
sort_string = "TAVBA"
@@ -26,7 +26,7 @@
name = "Body Snatcher"
id = "bodysnatcher"
req_tech = list(TECH_MAGNET = 3, TECH_BIO = 3, TECH_ILLEGAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_GLASS = 4000, MAT_URANIUM = 2000)
+ materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000, MAT_URANIUM = 2000)
build_path = /obj/item/device/bodysnatcher
sort_string = "TBVAA"
@@ -34,7 +34,7 @@
name = "Inducer (Scientific)"
id = "inducersci"
req_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 5, TECH_POWER = 6)
- materials = list(DEFAULT_WALL_MATERIAL = 8000, MAT_GLASS = 2000, MAT_URANIUM = 4000, MAT_PHORON = 4000)
+ materials = list(MAT_STEEL = 8000, MAT_GLASS = 2000, MAT_URANIUM = 4000, MAT_PHORON = 4000)
build_path = /obj/item/weapon/inducer/sci
sort_string = "TCVAA"
@@ -42,14 +42,14 @@
name = "Inducer (Industrial)"
id = "inducerind"
req_tech = list(TECH_BLUESPACE = 5, TECH_MATERIAL = 7, TECH_POWER = 7)
- materials = list(DEFAULT_WALL_MATERIAL = 3000, MAT_GLASS = 2000, MAT_URANIUM = 2000, MAT_TITANIUM = 2000)
+ materials = list(MAT_STEEL = 3000, MAT_GLASS = 2000, MAT_URANIUM = 2000, MAT_TITANIUM = 2000)
build_path = /obj/item/weapon/inducer/unloaded
sort_string = "TCVAB"
/datum/design/item/weapon/mining/mining_scanner
id = "mining_scanner"
req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 4, TECH_BLUESPACE = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 500)
+ materials = list(MAT_STEEL = 1000,MAT_GLASS = 500)
build_path = /obj/item/weapon/mining_scanner/advanced
sort_string = "FBAAB"
@@ -57,7 +57,7 @@
name = "PodZu Music Player"
id = "walkpod"
req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_GLASS = 2000)
+ materials = list(MAT_STEEL = 2000, MAT_GLASS = 2000)
build_path = /obj/item/device/walkpod
sort_string = "TCVAD"
@@ -65,6 +65,6 @@
name = "BoomTown Cordless Speaker"
id = "juke_remote"
req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 4, TECH_BLUESPACE = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_GLASS = 4000, MAT_URANIUM = 2000)
+ materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000, MAT_URANIUM = 2000)
build_path = /obj/item/device/juke_remote
sort_string = "TCVAE"
diff --git a/code/modules/research/designs/modular_computer.dm b/code/modules/research/designs/modular_computer.dm
index e78a776c1c..588f16357b 100644
--- a/code/modules/research/designs/modular_computer.dm
+++ b/code/modules/research/designs/modular_computer.dm
@@ -9,14 +9,14 @@
name = "basic hard drive"
id = "hdd_basic"
req_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 100)
+ materials = list(MAT_STEEL = 2000, MAT_GLASS = 100)
build_path = /obj/item/weapon/computer_hardware/hard_drive/
sort_string = "VAAAA"
/datum/design/item/modularcomponent/disk/advanced
name = "advanced hard drive"
id = "hdd_advanced"
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 200)
+ materials = list(MAT_STEEL = 4000, MAT_GLASS = 200)
build_path = /obj/item/weapon/computer_hardware/hard_drive/advanced
sort_string = "VAAAB"
@@ -24,7 +24,7 @@
name = "super hard drive"
id = "hdd_super"
req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 400)
+ materials = list(MAT_STEEL = 8000, MAT_GLASS = 400)
build_path = /obj/item/weapon/computer_hardware/hard_drive/super
sort_string = "VAAAC"
@@ -32,7 +32,7 @@
name = "cluster hard drive"
id = "hdd_cluster"
req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 16000, "glass" = 800)
+ materials = list(MAT_STEEL = 16000, MAT_GLASS = 800)
build_path = /obj/item/weapon/computer_hardware/hard_drive/cluster
sort_string = "VAAAD"
@@ -40,7 +40,7 @@
name = "small hard drive"
id = "hdd_small"
req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 200)
+ materials = list(MAT_STEEL = 4000, MAT_GLASS = 200)
build_path = /obj/item/weapon/computer_hardware/hard_drive/small
sort_string = "VAAAE"
@@ -48,7 +48,7 @@
name = "micro hard drive"
id = "hdd_micro"
req_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 100)
+ materials = list(MAT_STEEL = 2000, MAT_GLASS = 100)
build_path = /obj/item/weapon/computer_hardware/hard_drive/micro
sort_string = "VAAAF"
@@ -58,7 +58,7 @@
name = "basic network card"
id = "netcard_basic"
req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 100)
+ materials = list(MAT_STEEL = 500, MAT_GLASS = 100)
build_path = /obj/item/weapon/computer_hardware/network_card
sort_string = "VBAAA"
@@ -66,7 +66,7 @@
name = "advanced network card"
id = "netcard_advanced"
req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 200)
+ materials = list(MAT_STEEL = 1000, MAT_GLASS = 200)
build_path = /obj/item/weapon/computer_hardware/network_card/advanced
sort_string = "VBAAB"
@@ -74,7 +74,7 @@
name = "wired network card"
id = "netcard_wired"
req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 400)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 400)
build_path = /obj/item/weapon/computer_hardware/network_card/wired
sort_string = "VBAAC"
@@ -84,7 +84,7 @@
name = "standard battery module"
id = "bat_normal"
req_tech = list(TECH_POWER = 1, TECH_ENGINEERING = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 2000)
+ materials = list(MAT_STEEL = 2000)
build_path = /obj/item/weapon/computer_hardware/battery_module
sort_string = "VCAAA"
@@ -92,7 +92,7 @@
name = "advanced battery module"
id = "bat_advanced"
req_tech = list(TECH_POWER = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 4000)
+ materials = list(MAT_STEEL = 4000)
build_path = /obj/item/weapon/computer_hardware/battery_module/advanced
sort_string = "VCAAB"
@@ -100,7 +100,7 @@
name = "super battery module"
id = "bat_super"
req_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 8000)
+ materials = list(MAT_STEEL = 8000)
build_path = /obj/item/weapon/computer_hardware/battery_module/super
sort_string = "VCAAC"
@@ -108,7 +108,7 @@
name = "ultra battery module"
id = "bat_ultra"
req_tech = list(TECH_POWER = 5, TECH_ENGINEERING = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 16000)
+ materials = list(MAT_STEEL = 16000)
build_path = /obj/item/weapon/computer_hardware/battery_module/ultra
sort_string = "VCAAD"
@@ -116,7 +116,7 @@
name = "nano battery module"
id = "bat_nano"
req_tech = list(TECH_POWER = 1, TECH_ENGINEERING = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 2000)
+ materials = list(MAT_STEEL = 2000)
build_path = /obj/item/weapon/computer_hardware/battery_module/nano
sort_string = "VCAAE"
@@ -124,7 +124,7 @@
name = "micro battery module"
id = "bat_micro"
req_tech = list(TECH_POWER = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 4000)
+ materials = list(MAT_STEEL = 4000)
build_path = /obj/item/weapon/computer_hardware/battery_module/micro
sort_string = "VCAAF"
@@ -134,7 +134,7 @@
name = "computer processor unit"
id = "cpu_normal"
req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 8000)
+ materials = list(MAT_STEEL = 8000)
build_path = /obj/item/weapon/computer_hardware/processor_unit
sort_string = "VDAAA"
@@ -142,7 +142,7 @@
name = "computer microprocessor unit"
id = "cpu_small"
req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 4000)
+ materials = list(MAT_STEEL = 4000)
build_path = /obj/item/weapon/computer_hardware/processor_unit/small
sort_string = "VDAAB"
@@ -150,7 +150,7 @@
name = "computer photonic processor unit"
id = "pcpu_normal"
req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 32000, glass = 8000)
+ materials = list(MAT_STEEL = 32000, glass = 8000)
build_path = /obj/item/weapon/computer_hardware/processor_unit/photonic
sort_string = "VDAAC"
@@ -158,7 +158,7 @@
name = "computer photonic microprocessor unit"
id = "pcpu_small"
req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 16000, glass = 4000)
+ materials = list(MAT_STEEL = 16000, glass = 4000)
build_path = /obj/item/weapon/computer_hardware/processor_unit/photonic/small
sort_string = "VDAAD"
@@ -168,7 +168,7 @@
name = "RFID card slot"
id = "cardslot"
req_tech = list(TECH_DATA = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 3000)
+ materials = list(MAT_STEEL = 3000)
build_path = /obj/item/weapon/computer_hardware/card_slot
sort_string = "VEAAA"
@@ -176,7 +176,7 @@
name = "nano printer"
id = "nanoprinter"
req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 3000)
+ materials = list(MAT_STEEL = 3000)
build_path = /obj/item/weapon/computer_hardware/nano_printer
sort_string = "VEAAB"
@@ -184,7 +184,7 @@
name = "tesla link"
id = "teslalink"
req_tech = list(TECH_DATA = 2, TECH_POWER = 3, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 10000)
+ materials = list(MAT_STEEL = 10000)
build_path = /obj/item/weapon/computer_hardware/tesla_link
sort_string = "VEAAC"
@@ -198,7 +198,7 @@
name = "basic data crystal"
id = "portadrive_basic"
req_tech = list(TECH_DATA = 1)
- materials = list("glass" = 8000)
+ materials = list(MAT_GLASS = 8000)
build_path = /obj/item/weapon/computer_hardware/hard_drive/portable
sort_string = "VFAAA"
@@ -206,7 +206,7 @@
name = "advanced data crystal"
id = "portadrive_advanced"
req_tech = list(TECH_DATA = 2)
- materials = list("glass" = 16000)
+ materials = list(MAT_GLASS = 16000)
build_path = /obj/item/weapon/computer_hardware/hard_drive/portable/advanced
sort_string = "VFAAB"
@@ -214,6 +214,6 @@
name = "super data crystal"
id = "portadrive_super"
req_tech = list(TECH_DATA = 4)
- materials = list("glass" = 32000)
+ materials = list(MAT_GLASS = 32000)
build_path = /obj/item/weapon/computer_hardware/hard_drive/portable/super
sort_string = "VFAAC"
diff --git a/code/modules/research/designs/pdas.dm b/code/modules/research/designs/pdas.dm
index 78fd01ec23..c13d490493 100644
--- a/code/modules/research/designs/pdas.dm
+++ b/code/modules/research/designs/pdas.dm
@@ -5,7 +5,7 @@
desc = "Cheaper than whiny non-digital assistants."
id = "pda"
req_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ materials = list(MAT_STEEL = 50, MAT_GLASS = 50)
build_path = /obj/item/device/pda
sort_string = "WAAAA"
@@ -13,7 +13,7 @@
/datum/design/item/pda_cartridge
req_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ materials = list(MAT_STEEL = 50, MAT_GLASS = 50)
/datum/design/item/pda_cartridge/AssembleDesignName()
..()
diff --git a/code/modules/research/designs/power_cells.dm b/code/modules/research/designs/power_cells.dm
index 9d9c654494..5251b6cbb4 100644
--- a/code/modules/research/designs/power_cells.dm
+++ b/code/modules/research/designs/power_cells.dm
@@ -20,7 +20,7 @@
build_type = PROTOLATHE | MECHFAB
id = "basic_cell"
req_tech = list(TECH_POWER = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
+ materials = list(MAT_STEEL = 700, MAT_GLASS = 50)
build_path = /obj/item/weapon/cell
category = list("Misc")
sort_string = "BAAAA"
@@ -30,7 +30,7 @@
build_type = PROTOLATHE | MECHFAB
id = "high_cell"
req_tech = list(TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60)
+ materials = list(MAT_STEEL = 700, MAT_GLASS = 60)
build_path = /obj/item/weapon/cell/high
category = list("Misc")
sort_string = "BAAAB"
@@ -39,7 +39,7 @@
name = "super-capacity"
id = "super_cell"
req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
+ materials = list(MAT_STEEL = 700, MAT_GLASS = 70)
build_path = /obj/item/weapon/cell/super
category = list("Misc")
sort_string = "BAAAC"
@@ -48,7 +48,7 @@
name = "hyper-capacity"
id = "hyper_cell"
req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 400, "gold" = 150, "silver" = 150, "glass" = 70)
+ materials = list(MAT_STEEL = 400, MAT_GOLD = 150, MAT_SILVER = 150, MAT_GLASS = 70)
build_path = /obj/item/weapon/cell/hyper
category = list("Misc")
sort_string = "BAAAD"
@@ -57,7 +57,7 @@
name = "device"
build_type = PROTOLATHE
id = "device"
- materials = list(DEFAULT_WALL_MATERIAL = 350, "glass" = 25)
+ materials = list(MAT_STEEL = 350, MAT_GLASS = 25)
build_path = /obj/item/weapon/cell/device
category = list("Misc")
sort_string = "BAABA"
@@ -67,7 +67,7 @@
name = "device, advanced"
build_type = PROTOLATHE
id = "advance_device"
- materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
+ materials = list(MAT_STEEL = 700, MAT_GLASS = 50)
build_path = /obj/item/weapon/cell/device/weapon
category = list("Misc")
sort_string = "BAABB"
@@ -76,7 +76,7 @@
name = "device, super"
id = "super_device"
req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70, "gold" = 50, "silver" = 20)
+ materials = list(MAT_STEEL = 700, MAT_GLASS = 70, "gold" = 50, "silver" = 20)
build_path = /obj/item/weapon/cell/device/super
category = list("Misc")
sort_string = "BAABC"
@@ -85,7 +85,7 @@
name = "device, hyper"
id = "hyper_device"
req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 1400, "glass" = 1400, "gold" = 150, "silver" = 150)
+ materials = list(MAT_STEEL = 1400, MAT_GLASS= 1400, "gold" = 150, "silver" = 150)
build_path = /obj/item/weapon/cell/device/hyper
category = list("Misc")
sort_string = "BAABD"
@@ -95,7 +95,7 @@
req_tech = list(TECH_POWER = 8, TECH_MATERIAL = 7, TECH_ARCANE = 2, TECH_PHORON = 4, TECH_PRECURSOR = 2)
build_type = PROTOLATHE
id = "omni-device"
- materials = list(DEFAULT_WALL_MATERIAL = 1700, "glass" = 550, MAT_DURASTEEL = 230, MAT_MORPHIUM = 320, MAT_METALHYDROGEN = 600, MAT_URANIUM = 60, MAT_VERDANTIUM = 150, MAT_PHORON = 900)
+ materials = list(MAT_STEEL = 1700, MAT_GLASS = 550, MAT_DURASTEEL = 230, MAT_MORPHIUM = 320, MAT_METALHYDROGEN = 600, MAT_URANIUM = 60, MAT_VERDANTIUM = 150, MAT_PHORON = 900)
build_path = /obj/item/weapon/cell/device/weapon/recharge/alien/omni
category = list("Misc")
sort_string = "BAABE"
diff --git a/code/modules/research/designs/stock_parts.dm b/code/modules/research/designs/stock_parts.dm
index 18e3c01616..f8a03b1604 100644
--- a/code/modules/research/designs/stock_parts.dm
+++ b/code/modules/research/designs/stock_parts.dm
@@ -19,35 +19,35 @@
/datum/design/item/stock_part/basic_matter_bin
id = "basic_matter_bin"
req_tech = list(TECH_MATERIAL = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 80)
+ materials = list(MAT_STEEL = 80)
build_path = /obj/item/weapon/stock_parts/matter_bin
sort_string = "AAAAA"
/datum/design/item/stock_part/adv_matter_bin
id = "adv_matter_bin"
req_tech = list(TECH_MATERIAL = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 80)
+ materials = list(MAT_STEEL = 80)
build_path = /obj/item/weapon/stock_parts/matter_bin/adv
sort_string = "AAAAB"
/datum/design/item/stock_part/super_matter_bin
id = "super_matter_bin"
req_tech = list(TECH_MATERIAL = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 80)
+ materials = list(MAT_STEEL = 80)
build_path = /obj/item/weapon/stock_parts/matter_bin/super
sort_string = "AAAAC"
/datum/design/item/stock_part/hyper_matter_bin
id = "hyper_matter_bin"
req_tech = list(TECH_MATERIAL = 6, TECH_ARCANE = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_VERDANTIUM = 60, MAT_DURASTEEL = 75)
+ materials = list(MAT_STEEL = 200, MAT_VERDANTIUM = 60, MAT_DURASTEEL = 75)
build_path = /obj/item/weapon/stock_parts/matter_bin/hyper
sort_string = "AAAAD"
/datum/design/item/stock_part/omni_matter_bin
id = "omni_matter_bin"
req_tech = list(TECH_MATERIAL = 7, TECH_PRECURSOR = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_PLASTEEL = 100, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100)
+ materials = list(MAT_STEEL = 2000, MAT_PLASTEEL = 100, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/matter_bin/omni
sort_string = "AAAAE"
@@ -56,35 +56,35 @@
/datum/design/item/stock_part/micro_mani
id = "micro_mani"
req_tech = list(TECH_MATERIAL = 1, TECH_DATA = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 30)
+ materials = list(MAT_STEEL = 30)
build_path = /obj/item/weapon/stock_parts/manipulator
sort_string = "AAABA"
/datum/design/item/stock_part/nano_mani
id = "nano_mani"
req_tech = list(TECH_MATERIAL = 3, TECH_DATA = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 30)
+ materials = list(MAT_STEEL = 30)
build_path = /obj/item/weapon/stock_parts/manipulator/nano
sort_string = "AAABB"
/datum/design/item/stock_part/pico_mani
id = "pico_mani"
req_tech = list(TECH_MATERIAL = 5, TECH_DATA = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 30)
+ materials = list(MAT_STEEL = 30)
build_path = /obj/item/weapon/stock_parts/manipulator/pico
sort_string = "AAABC"
/datum/design/item/stock_part/hyper_mani
id = "hyper_mani"
req_tech = list(TECH_MATERIAL = 6, TECH_DATA = 3, TECH_ARCANE = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_VERDANTIUM = 50, MAT_DURASTEEL = 50)
+ materials = list(MAT_STEEL = 200, MAT_VERDANTIUM = 50, MAT_DURASTEEL = 50)
build_path = /obj/item/weapon/stock_parts/manipulator/hyper
sort_string = "AAABD"
/datum/design/item/stock_part/omni_mani
id = "omni_mani"
req_tech = list(TECH_MATERIAL = 7, TECH_DATA = 4, TECH_PRECURSOR = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_PLASTEEL = 500, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100)
+ materials = list(MAT_STEEL = 2000, MAT_PLASTEEL = 500, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/manipulator/omni
sort_string = "AAABE"
@@ -93,35 +93,35 @@
/datum/design/item/stock_part/basic_capacitor
id = "basic_capacitor"
req_tech = list(TECH_POWER = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ materials = list(MAT_STEEL = 50, MAT_GLASS = 50)
build_path = /obj/item/weapon/stock_parts/capacitor
sort_string = "AAACA"
/datum/design/item/stock_part/adv_capacitor
id = "adv_capacitor"
req_tech = list(TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ materials = list(MAT_STEEL = 50, MAT_GLASS = 50)
build_path = /obj/item/weapon/stock_parts/capacitor/adv
sort_string = "AAACB"
/datum/design/item/stock_part/super_capacitor
id = "super_capacitor"
req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, "gold" = 20)
+ materials = list(MAT_STEEL = 50, MAT_GLASS = 50, MAT_GOLD = 20)
build_path = /obj/item/weapon/stock_parts/capacitor/super
sort_string = "AAACC"
/datum/design/item/stock_part/hyper_capacitor
id = "hyper_capacitor"
req_tech = list(TECH_POWER = 6, TECH_MATERIAL = 5, TECH_BLUESPACE = 1, TECH_ARCANE = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_GLASS = 100, MAT_VERDANTIUM = 30, MAT_DURASTEEL = 25)
+ materials = list(MAT_STEEL = 200, MAT_GLASS = 100, MAT_VERDANTIUM = 30, MAT_DURASTEEL = 25)
build_path = /obj/item/weapon/stock_parts/capacitor/hyper
sort_string = "AAACD"
/datum/design/item/stock_part/omni_capacitor
id = "omni_capacitor"
req_tech = list(TECH_POWER = 7, TECH_MATERIAL = 6, TECH_BLUESPACE = 3, TECH_PRECURSOR = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_DIAMOND = 1000, MAT_GLASS = 1000, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100)
+ materials = list(MAT_STEEL = 2000, MAT_DIAMOND = 1000, MAT_GLASS = 1000, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/capacitor/omni
sort_string = "AAACE"
@@ -130,35 +130,35 @@
/datum/design/item/stock_part/basic_sensor
id = "basic_sensor"
req_tech = list(TECH_MAGNET = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
+ materials = list(MAT_STEEL = 50, MAT_GLASS = 20)
build_path = /obj/item/weapon/stock_parts/scanning_module
sort_string = "AAADA"
/datum/design/item/stock_part/adv_sensor
id = "adv_sensor"
req_tech = list(TECH_MAGNET = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
+ materials = list(MAT_STEEL = 50, MAT_GLASS = 20)
build_path = /obj/item/weapon/stock_parts/scanning_module/adv
sort_string = "AAADB"
/datum/design/item/stock_part/phasic_sensor
id = "phasic_sensor"
req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20, "silver" = 10)
+ materials = list(MAT_STEEL = 50, MAT_GLASS = 20, MAT_SILVER = 10)
build_path = /obj/item/weapon/stock_parts/scanning_module/phasic
sort_string = "AAADC"
/datum/design/item/stock_part/hyper_sensor
id = "hyper_sensor"
req_tech = list(TECH_MAGNET = 6, TECH_MATERIAL = 4, TECH_ARCANE = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 50, MAT_GLASS = 20, MAT_SILVER = 50, MAT_VERDANTIUM = 40, MAT_DURASTEEL = 50)
+ materials = list(MAT_STEEL = 50, MAT_GLASS = 20, MAT_SILVER = 50, MAT_VERDANTIUM = 40, MAT_DURASTEEL = 50)
build_path = /obj/item/weapon/stock_parts/scanning_module/hyper
sort_string = "AAADD"
/datum/design/item/stock_part/omni_sensor
id = "omni_sensor"
req_tech = list(TECH_MAGNET = 7, TECH_MATERIAL = 5, TECH_PRECURSOR = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 1000, MAT_PLASTEEL = 500, MAT_GLASS = 750, MAT_SILVER = 500, MAT_MORPHIUM = 60, MAT_DURASTEEL = 100)
+ materials = list(MAT_STEEL = 1000, MAT_PLASTEEL = 500, MAT_GLASS = 750, MAT_SILVER = 500, MAT_MORPHIUM = 60, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/scanning_module/omni
sort_string = "AAADE"
@@ -167,35 +167,35 @@
/datum/design/item/stock_part/basic_micro_laser
id = "basic_micro_laser"
req_tech = list(TECH_MAGNET = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20)
+ materials = list(MAT_STEEL = 10, MAT_GLASS = 20)
build_path = /obj/item/weapon/stock_parts/micro_laser
sort_string = "AAAEA"
/datum/design/item/stock_part/high_micro_laser
id = "high_micro_laser"
req_tech = list(TECH_MAGNET = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20)
+ materials = list(MAT_STEEL = 10, MAT_GLASS = 20)
build_path = /obj/item/weapon/stock_parts/micro_laser/high
sort_string = "AAAEB"
/datum/design/item/stock_part/ultra_micro_laser
id = "ultra_micro_laser"
req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20, "uranium" = 10)
+ materials = list(MAT_STEEL = 10, MAT_GLASS = 20, MAT_URANIUM = 10)
build_path = /obj/item/weapon/stock_parts/micro_laser/ultra
sort_string = "AAAEC"
/datum/design/item/stock_part/hyper_micro_laser
id = "hyper_micro_laser"
req_tech = list(TECH_MAGNET = 6, TECH_MATERIAL = 6, TECH_ARCANE = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_GLASS = 20, MAT_URANIUM = 30, MAT_VERDANTIUM = 50, MAT_DURASTEEL = 100)
+ materials = list(MAT_STEEL = 200, MAT_GLASS = 20, MAT_URANIUM = 30, MAT_VERDANTIUM = 50, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/micro_laser/hyper
sort_string = "AAAED"
/datum/design/item/stock_part/omni_micro_laser
id = "omni_micro_laser"
req_tech = list(TECH_MAGNET = 7, TECH_MATERIAL = 7, TECH_PRECURSOR = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_GLASS = 500, MAT_URANIUM = 2000, MAT_MORPHIUM = 50, MAT_DURASTEEL = 100)
+ materials = list(MAT_STEEL = 2000, MAT_GLASS = 500, MAT_URANIUM = 2000, MAT_MORPHIUM = 50, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/micro_laser/omni
sort_string = "AAAEE"
@@ -207,7 +207,7 @@
desc = "Special mechanical module made to store, sort, and apply standard machine parts."
id = "rped"
req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 5000)
+ materials = list(MAT_STEEL = 15000, MAT_GLASS = 5000)
build_path = /obj/item/weapon/storage/part_replacer
sort_string = "ABAAA"
@@ -216,6 +216,6 @@
desc = "Special mechanical module made to store, sort, and apply standard machine parts. This one has a greatly upgraded storage capacity."
id = "arped"
req_tech = list(TECH_ENGINEERING = 5, TECH_MATERIAL = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 10000)
+ materials = list(MAT_STEEL = 30000, MAT_GLASS = 10000)
build_path = /obj/item/weapon/storage/part_replacer/adv
sort_string = "ABAAB"
\ No newline at end of file
diff --git a/code/modules/research/designs/subspace_parts.dm b/code/modules/research/designs/subspace_parts.dm
index 0fcc0e20e0..7df051ce47 100644
--- a/code/modules/research/designs/subspace_parts.dm
+++ b/code/modules/research/designs/subspace_parts.dm
@@ -7,48 +7,48 @@
/datum/design/item/stock_part/subspace/subspace_ansible
id = "s-ansible"
req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 80, "silver" = 20)
+ materials = list(MAT_STEEL = 80, MAT_SILVER = 20)
build_path = /obj/item/weapon/stock_parts/subspace/ansible
sort_string = "RAAAA"
/datum/design/item/stock_part/subspace/hyperwave_filter
id = "s-filter"
req_tech = list(TECH_DATA = 3, TECH_MAGNET = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 40, "silver" = 10)
+ materials = list(MAT_STEEL = 40, MAT_SILVER = 10)
build_path = /obj/item/weapon/stock_parts/subspace/sub_filter
sort_string = "RAAAB"
/datum/design/item/stock_part/subspace/subspace_amplifier
id = "s-amplifier"
req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 10, "gold" = 30, "uranium" = 15)
+ materials = list(MAT_STEEL = 10, MAT_GOLD = 30, MAT_URANIUM = 15)
build_path = /obj/item/weapon/stock_parts/subspace/amplifier
sort_string = "RAAAC"
/datum/design/item/stock_part/subspace/subspace_treatment
id = "s-treatment"
req_tech = list(TECH_DATA = 3, TECH_MAGNET = 2, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 10, "silver" = 20)
+ materials = list(MAT_STEEL = 10, MAT_SILVER = 20)
build_path = /obj/item/weapon/stock_parts/subspace/treatment
sort_string = "RAAAD"
/datum/design/item/stock_part/subspace/subspace_analyzer
id = "s-analyzer"
req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 10, "gold" = 15)
+ materials = list(MAT_STEEL = 10, MAT_GOLD = 15)
build_path = /obj/item/weapon/stock_parts/subspace/analyzer
sort_string = "RAAAE"
/datum/design/item/stock_part/subspace/subspace_crystal
id = "s-crystal"
req_tech = list(TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
- materials = list("glass" = 1000, "silver" = 20, "gold" = 20)
+ materials = list(MAT_GLASS = 1000, MAT_SILVER = 20, MAT_GOLD = 20)
build_path = /obj/item/weapon/stock_parts/subspace/crystal
sort_string = "RAAAF"
/datum/design/item/stock_part/subspace/subspace_transmitter
id = "s-transmitter"
req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5, TECH_BLUESPACE = 3)
- materials = list("glass" = 100, "silver" = 10, "uranium" = 15)
+ materials = list(MAT_GLASS = 100, MAT_SILVER = 10, MAT_URANIUM = 15)
build_path = /obj/item/weapon/stock_parts/subspace/transmitter
sort_string = "RAAAG"
\ No newline at end of file
diff --git a/code/modules/research/designs/tech_disks.dm b/code/modules/research/designs/tech_disks.dm
index 70f6ed0022..2d8eda13fd 100644
--- a/code/modules/research/designs/tech_disks.dm
+++ b/code/modules/research/designs/tech_disks.dm
@@ -7,7 +7,7 @@
desc = "Produce additional disks for storing device designs."
id = "design_disk"
req_tech = list(TECH_DATA = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10)
+ materials = list(MAT_STEEL = 30, MAT_GLASS = 10)
build_path = /obj/item/weapon/disk/design_disk
sort_string = "CAAAA"
@@ -16,6 +16,6 @@
desc = "Produce additional disks for storing technology data."
id = "tech_disk"
req_tech = list(TECH_DATA = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10)
+ materials = list(MAT_STEEL = 30, MAT_GLASS = 10)
build_path = /obj/item/weapon/disk/tech_disk
sort_string = "CAAAB"
\ No newline at end of file
diff --git a/code/modules/research/designs/uncommented.dm b/code/modules/research/designs/uncommented.dm
index f83e3a685b..81df7b8d86 100644
--- a/code/modules/research/designs/uncommented.dm
+++ b/code/modules/research/designs/uncommented.dm
@@ -10,7 +10,7 @@
name = "loyalty"
id = "implant_loyal"
req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000)
+ materials = list(MAT_STEEL = 7000, MAT_GLASS = 7000)
build_path = /obj/item/weapon/implantcase/loyalty"
/datum/design/rust_core_control
@@ -19,7 +19,7 @@
id = "rust_core_control"
req_tech = list("programming" = 4, "engineering" = 4)
build_type = IMPRINTER
- materials = list("glass" = 2000, "sacid" = 20)
+ materials = list(MAT_GLASS = 2000, "sacid" = 20)
build_path = "/obj/item/weapon/circuitboard/rust_core_control"
/datum/design/rust_fuel_control
@@ -28,7 +28,7 @@
id = "rust_fuel_control"
req_tech = list("programming" = 4, "engineering" = 4)
build_type = IMPRINTER
- materials = list("glass" = 2000, "sacid" = 20)
+ materials = list(MAT_GLASS = 2000, "sacid" = 20)
build_path = "/obj/item/weapon/circuitboard/rust_fuel_control"
/datum/design/rust_fuel_port
@@ -37,7 +37,7 @@
id = "rust_fuel_port"
req_tech = list("engineering" = 4, "materials" = 5)
build_type = IMPRINTER
- materials = list("glass" = 2000, "sacid" = 20, "uranium" = 3000)
+ materials = list(MAT_GLASS = 2000, "sacid" = 20, MAT_URANIUM = 3000)
build_path = "/obj/item/weapon/module/rust_fuel_port"
/datum/design/rust_fuel_compressor
@@ -46,7 +46,7 @@
id = "rust_fuel_compressor"
req_tech = list("materials" = 6, "phorontech" = 4)
build_type = IMPRINTER
- materials = list("glass" = 2000, "sacid" = 20, "phoron" = 3000, "diamond" = 1000)
+ materials = list(MAT_GLASS = 2000, "sacid" = 20, MAT_PHORON = 3000, MAT_DIAMOND = 1000)
build_path = "/obj/item/weapon/module/rust_fuel_compressor"
/datum/design/rust_core
@@ -55,7 +55,7 @@
id = "pacman"
req_tech = list(bluespace = 3, phorontech = 4, magnets = 5, powerstorage = 6)
build_type = IMPRINTER
- materials = list("glass" = 2000, "sacid" = 20, "phoron" = 3000, "diamond" = 2000)
+ materials = list(MAT_GLASS = 2000, "sacid" = 20, MAT_PHORON = 3000, MAT_DIAMOND = 2000)
build_path = "/obj/item/weapon/circuitboard/rust_core"
/datum/design/rust_injector
@@ -64,6 +64,6 @@
id = "pacman"
req_tech = list(powerstorage = 3, engineering = 4, phorontech = 4, materials = 6)
build_type = IMPRINTER
- materials = list("glass" = 2000, "sacid" = 20, "phoron" = 3000, "uranium" = 2000)
+ materials = list(MAT_GLASS = 2000, "sacid" = 20, MAT_PHORON = 3000, MAT_URANIUM = 2000)
build_path = "/obj/item/weapon/circuitboard/rust_core"
*/
diff --git a/code/modules/research/designs/weapons.dm b/code/modules/research/designs/weapons.dm
index e2e74e0d9a..99fb699c9c 100644
--- a/code/modules/research/designs/weapons.dm
+++ b/code/modules/research/designs/weapons.dm
@@ -22,21 +22,21 @@
/datum/design/item/weapon/energy/stunrevolver
id = "stunrevolver"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 4000)
+ materials = list(MAT_STEEL = 4000)
build_path = /obj/item/weapon/gun/energy/stunrevolver
sort_string = "MAAAA"
/datum/design/item/weapon/energy/nuclear_gun
id = "nuclear_gun"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "uranium" = 500)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 1000, "uranium" = 500)
build_path = /obj/item/weapon/gun/energy/gun/nuclear
sort_string = "MAAAB"
/datum/design/item/weapon/energy/phoronpistol
id = "ppistol"
req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "phoron" = 3000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 1000, "phoron" = 3000)
build_path = /obj/item/weapon/gun/energy/toxgun
sort_string = "MAAAC"
@@ -44,7 +44,7 @@
desc = "The lasing medium of this prototype is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core."
id = "lasercannon"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 1000, "diamond" = 2000)
+ materials = list(MAT_STEEL = 10000, MAT_GLASS = 1000, "diamond" = 2000)
build_path = /obj/item/weapon/gun/energy/lasercannon
sort_string = "MAAAD"
@@ -59,14 +59,14 @@
desc = "A gun that shoots high-powered glass-encased energy temperature bullets."
id = "temp_gun"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 500, "silver" = 3000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 500, "silver" = 3000)
build_path = /obj/item/weapon/gun/energy/temperature
sort_string = "MAAAF"
/datum/design/item/weapon/energy/flora_gun
id = "flora_gun"
req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "uranium" = 500)
+ materials = list(MAT_STEEL = 2000, MAT_GLASS = 500, "uranium" = 500)
build_path = /obj/item/weapon/gun/energy/floragun
sort_string = "MAAAG"
@@ -80,7 +80,7 @@
id = "smg"
desc = "An advanced 9mm SMG with a reflective laser optic."
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 8000, "silver" = 2000, "diamond" = 1000)
+ materials = list(MAT_STEEL = 8000, "silver" = 2000, "diamond" = 1000)
build_path = /obj/item/weapon/gun/projectile/automatic/advanced_smg
sort_string = "MABAA"
@@ -95,7 +95,7 @@
id = "ammo_9mm"
desc = "A 21 round magazine for an advanced 9mm SMG."
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 3750, "silver" = 100) // Requires silver for proprietary magazines! Or something.
+ materials = list(MAT_STEEL = 3750, "silver" = 100) // Requires silver for proprietary magazines! Or something.
build_path = /obj/item/ammo_magazine/m9mmAdvanced
sort_string = "MABBA"
@@ -104,7 +104,7 @@
desc = "A stunning shell for a shotgun."
id = "stunshell"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 4000)
+ materials = list(MAT_STEEL = 4000)
build_path = /obj/item/weapon/storage/box/stunshells
sort_string = "MABBB"
@@ -113,7 +113,7 @@
desc = "An electromagnetic shell for a shotgun."
id = "empshell"
req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_URANIUM = 1000)
+ materials = list(MAT_STEEL = 4000, MAT_URANIUM = 1000)
build_path = /obj/item/weapon/storage/box/empshells
sort_string = "MABBC"
@@ -127,28 +127,28 @@
/datum/design/item/weapon/phase/phase_pistol
id = "phasepistol"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 4000)
+ materials = list(MAT_STEEL = 4000)
build_path = /obj/item/weapon/gun/energy/phasegun/pistol
sort_string = "MACAA"
/datum/design/item/weapon/phase/phase_carbine
id = "phasecarbine"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1500)
+ materials = list(MAT_STEEL = 6000, MAT_GLASS = 1500)
build_path = /obj/item/weapon/gun/energy/phasegun
sort_string = "MACAB"
/datum/design/item/weapon/phase/phase_rifle
id = "phaserifle"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2000, "silver" = 500)
+ materials = list(MAT_STEEL = 7000, MAT_GLASS = 2000, "silver" = 500)
build_path = /obj/item/weapon/gun/energy/phasegun/rifle
sort_string = "MACAC"
/datum/design/item/weapon/phase/phase_cannon
id = "phasecannon"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_POWER = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "silver" = 1000, "diamond" = 750)
+ materials = list(MAT_STEELL = 10000, MAT_GLASS = 2000, "silver" = 1000, "diamond" = 750)
build_path = /obj/item/weapon/gun/energy/phasegun/cannon
sort_string = "MACAD"
*/ //VOREStation Removal End // Chomp Edit : uncomment those weapons
@@ -158,7 +158,7 @@
/datum/design/item/weapon/rapidsyringe
id = "rapidsyringe"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 1000)
build_path = /obj/item/weapon/gun/launcher/syringe/rapid
sort_string = "MADAA"
@@ -166,7 +166,7 @@
desc = "A gun that fires small hollow chemical-payload darts."
id = "dartgun_r"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_BIO = 4, TECH_MAGNET = 3, TECH_ILLEGAL = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "gold" = 5000, "silver" = 2500, "glass" = 750)
+ materials = list(MAT_STEEL = 5000, "gold" = 5000, "silver" = 2500, MAT_GLASS = 750)
build_path = /obj/item/weapon/gun/projectile/dartgun/research
sort_string = "MADAB"
@@ -174,14 +174,14 @@
desc = "An advanced chem spraying device."
id = "chemsprayer"
req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 1000)
build_path = /obj/item/weapon/reagent_containers/spray/chemsprayer
sort_string = "MADAC"
/datum/design/item/weapon/fuelrod
id = "fuelrod_gun"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_PHORON = 4, TECH_ILLEGAL = 5, TECH_MAGNET = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "gold" = 500, "silver" = 500, "uranium" = 1000, "phoron" = 3000, "diamond" = 1000)
+ materials = list(MAT_STEEL = 10000, MAT_GLASS = 2000, "gold" = 500, "silver" = 500, "uranium" = 1000, "phoron" = 3000, "diamond" = 1000)
build_path = /obj/item/weapon/gun/magnetic/fuelrod
sort_string = "MADAD"
@@ -190,35 +190,35 @@
/datum/design/item/weapon/ammo/dartgunmag_small
id = "dartgun_mag_s"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 300, "gold" = 100, "silver" = 100, "glass" = 300)
+ materials = list(MAT_STEEL = 300, "gold" = 100, "silver" = 100, MAT_GLASS = 300)
build_path = /obj/item/ammo_magazine/chemdart/small
sort_string = "MADBA"
/datum/design/item/weapon/ammo/dartgun_ammo_small
id = "dartgun_ammo_s"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 50, "gold" = 30, "silver" = 30, "glass" = 50)
+ materials = list(MAT_STEEL = 50, "gold" = 30, "silver" = 30, MAT_GLASS = 50)
build_path = /obj/item/ammo_casing/chemdart/small
sort_string = "MADBB"
/datum/design/item/weapon/ammo/dartgunmag_med
id = "dartgun_mag_m"
req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 150, "silver" = 150, "diamond" = 200, "glass" = 400)
+ materials = list(MAT_STEEL = 500, "gold" = 150, "silver" = 150, "diamond" = 200, MAT_GLASS = 400)
build_path = /obj/item/ammo_magazine/chemdart
sort_string = "MADBC"
/datum/design/item/weapon/ammo/dartgun_ammo_med
id = "dartgun_ammo_m"
req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 80, "gold" = 40, "silver" = 40, "glass" = 60)
+ materials = list(MAT_STEEL = 80, "gold" = 40, "silver" = 40, MAT_GLASS = 60)
build_path = /obj/item/ammo_casing/chemdart
sort_string = "MADBD"
/datum/design/item/weapon/ammo/flechette
id = "magnetic_ammo"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_MAGNET = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 300, "glass" = 150, MAT_PHORON = 100)
+ materials = list(MAT_STEEL = 500, "gold" = 300, MAT_GLASS = 150, MAT_PHORON = 100)
build_path = /obj/item/weapon/magnetic_ammo
sort_string = "MADBE"
@@ -232,7 +232,7 @@
name = "Portable Energy Blade"
id = "chargesword"
req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 4, TECH_ENGINEERING = 5, TECH_ILLEGAL = 4, TECH_ARCANE = 1)
- materials = list(MAT_PLASTEEL = 3500, "glass" = 1000, MAT_LEAD = 2250, MAT_METALHYDROGEN = 500)
+ materials = list(MAT_PLASTEEL = 3500, MAT_GLASS = 1000, MAT_LEAD = 2250, MAT_METALHYDROGEN = 500)
build_path = /obj/item/weapon/melee/energy/sword/charge
sort_string = "MBAAA"
@@ -252,6 +252,6 @@
/datum/design/item/weapon/grenade/large_grenade
id = "large_Grenade"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 3000)
+ materials = list(MAT_STEEL = 3000)
build_path = /obj/item/weapon/grenade/chem_grenade/large
sort_string = "MCAAA"
diff --git a/code/modules/research/designs/weapons_vr.dm b/code/modules/research/designs/weapons_vr.dm
index 9d23776b04..0373c43a23 100644
--- a/code/modules/research/designs/weapons_vr.dm
+++ b/code/modules/research/designs/weapons_vr.dm
@@ -13,7 +13,7 @@
desc = "The 'Protector' is an advanced energy gun that cannot be fired in lethal mode on low security alert levels, but features DNA locking and a powerful stun."
id = "protector"
req_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 2000, "silver" = 1000)
+ materials = list(MAT_STEEL = 4000, MAT_GLASS = 2000, MAT_SILVER = 1000)
build_path = /obj/item/weapon/gun/energy/gun/protector
sort_string = "MAAVA"
@@ -21,7 +21,7 @@
desc = "A 'Sickshot' is a 4-shot energy revolver that causes nausea and confusion."
id = "sickshot"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_MAGNET = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 2000)
+ materials = list(MAT_STEEL = 3000, MAT_GLASS = 2000)
build_path = /obj/item/weapon/gun/energy/sickshot
sort_string = "MAAVB"
@@ -29,7 +29,7 @@
desc = "The \"Varmint Catcher\" is an energy net projector designed to immobilize dangerous wildlife."
id = "netgun"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_MAGNET = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 3000)
+ materials = list(MAT_STEEL = 6000, MAT_GLASS = 3000)
build_path = /obj/item/weapon/gun/energy/netgun
sort_string = "MAAVC"
@@ -39,7 +39,7 @@
desc = "With the 'Pummeler', punt anyone you don't like out of the room!"
id = "pummeler"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_MAGNET = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 3000, "uranium" = 1000)
+ materials = list(MAT_STEEL = 3000, MAT_GLASS = 3000, MAT_URANIUM = 1000)
build_path = /obj/item/weapon/gun/energy/pummeler
sort_string = "MADVA"
@@ -53,7 +53,7 @@
name = "Advanced anti-particle rifle"
id = "advparticle"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 5, TECH_POWER = 3, TECH_MAGNET = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "gold" = 1000, "uranium" = 750)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 1000, MAT_GOLD = 1000, MAT_URANIUM = 750)
build_path = /obj/item/weapon/gun/energy/particle/advanced
sort_string = "MAAUA"
@@ -61,7 +61,7 @@
name = "Anti-particle cannon"
id = "particlecannon"
req_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 5, TECH_POWER = 4, TECH_MAGNET = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 1500, "gold" = 2000, "uranium" = 1000, "diamond" = 2000)
+ materials = list(MAT_STEEL = 10000, MAT_GLASS = 1500, MAT_GOLD = 2000, MAT_URANIUM = 1000, MAT_DIAMOND = 2000)
build_path = /obj/item/weapon/gun/energy/particle/cannon
sort_string = "MAAUB"
@@ -69,7 +69,7 @@
name = "APP pressure interlock"
id = "pressureinterlock"
req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 250)
+ materials = list(MAT_STEEL = 1000, MAT_GLASS = 250)
build_path = /obj/item/pressurelock
sort_string = "MAAUC"
@@ -83,7 +83,7 @@
name = "cell-loaded revolver"
id = "nsfw_prototype"
req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 4, TECH_POWER = 4, TECH_COMBAT = 7)
- materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 6000, "phoron" = 8000, "uranium" = 4000)
+ materials = list(MAT_STEEL = 10000, MAT_GLASS = 6000, MAT_PHORON = 8000, MAT_URANIUM = 4000)
build_path = /obj/item/weapon/gun/projectile/cell_loaded/combat/prototype
sort_string = "MAVAA"
@@ -91,7 +91,7 @@
name = "combat cell magazine"
id = "nsfw_mag_prototype"
req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 4, TECH_POWER = 4, TECH_COMBAT = 7)
- materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 4000, "phoron" = 4000)
+ materials = list(MAT_STEEL = 8000, MAT_GLASS = 4000, MAT_PHORON = 4000)
build_path = /obj/item/ammo_magazine/cell_mag/combat/prototype
sort_string = "MAVBA"
@@ -103,7 +103,7 @@
name = "STUN"
id = "nsfw_cell_stun"
req_tech = list(TECH_MATERIAL = 4, TECH_MAGNET = 2, TECH_POWER = 3, TECH_COMBAT = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000)
build_path = /obj/item/ammo_casing/microbattery/combat/stun
sort_string = "MAVCA"
@@ -111,7 +111,7 @@
name = "LETHAL"
id = "nsfw_cell_lethal"
req_tech = list(TECH_MATERIAL = 4, TECH_MAGNET = 3, TECH_POWER = 3, TECH_COMBAT = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "phoron" = 3000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PHORON = 3000)
build_path = /obj/item/ammo_casing/microbattery/combat/lethal
sort_string = "MAVCB"
@@ -119,7 +119,7 @@
name = "NET"
id = "nsfw_cell_net"
req_tech = list(TECH_MATERIAL = 4, TECH_MAGNET = 3, TECH_POWER = 3, TECH_COMBAT = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "uranium" = 3000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_URANIUM = 3000)
build_path = /obj/item/ammo_casing/microbattery/combat/net
sort_string = "MAVCC"
@@ -127,7 +127,7 @@
name = "ION"
id = "nsfw_cell_ion"
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 5, TECH_COMBAT = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "silver" = 3000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_SILVER = 3000)
build_path = /obj/item/ammo_casing/microbattery/combat/ion
sort_string = "MAVCD"
@@ -135,7 +135,7 @@
name = "SCATTERSTUN"
id = "nsfw_cell_shotstun"
req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 3, TECH_POWER = 6, TECH_COMBAT = 6)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "silver" = 2000, "gold" = 2000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_SILVER = 2000, MAT_GOLD = 2000)
build_path = /obj/item/ammo_casing/microbattery/combat/shotstun
sort_string = "MAVCE"
@@ -143,7 +143,7 @@
name = "XRAY"
id = "nsfw_cell_xray"
req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 4, TECH_POWER = 5, TECH_COMBAT = 7)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "silver" = 1000, "gold" = 1000, "uranium" = 1000, "phoron" = 1000)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_SILVER = 1000, MAT_GOLD = 1000, MAT_URANIUM = 1000, MAT_PHORON = 1000)
build_path = /obj/item/ammo_casing/microbattery/combat/xray
sort_string = "MAVCF"
*/
@@ -154,7 +154,7 @@
name = "STRIPPER"
id = "nsfw_cell_stripper"
req_tech = list(TECH_MATERIAL = 7, TECH_BIO = 4, TECH_POWER = 4, TECH_COMBAT = 4, TECH_ILLEGAL = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "uranium" = 2000, "phoron" = 2000, "diamond" = 500)
+ materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_URANIUM = 2000, MAT_PHORON = 2000, MAT_DIAMOND = 500)
build_path = /obj/item/ammo_casing/microbattery/combat/stripper
sort_string = "MAVCG"
None of these for now, too. -DHA */
diff --git a/code/modules/research/designs/xenoarch_toys.dm b/code/modules/research/designs/xenoarch_toys.dm
index 7c69090b1b..5d90867a95 100644
--- a/code/modules/research/designs/xenoarch_toys.dm
+++ b/code/modules/research/designs/xenoarch_toys.dm
@@ -9,7 +9,7 @@
id = "ano_scanner"
desc = "Aids in triangulation of exotic particles."
req_tech = list(TECH_BLUESPACE = 3, TECH_MAGNET = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 5000)
+ materials = list(MAT_STEEL = 10000,MAT_GLASS = 5000)
build_path = /obj/item/device/ano_scanner
sort_string = "GAAAA"
@@ -18,7 +18,7 @@
id = "xenoarch_multitool"
req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3, TECH_BLUESPACE = 3)
build_path = /obj/item/device/xenoarch_multi_tool
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "uranium" = 500, "phoron" = 500)
+ materials = list(MAT_STEEL = 2000, MAT_GLASS = 1000, MAT_URANIUM = 500, MAT_PHORON = 500)
sort_string = "GAAAB"
/datum/design/item/weapon/xenoarch/excavationdrill
@@ -26,6 +26,6 @@
id = "excavationdrill"
req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2, TECH_BLUESPACE = 3)
build_type = PROTOLATHE
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000)
+ materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000)
build_path = /obj/item/weapon/pickaxe/excavationdrill
sort_string = "GAAAC"
\ No newline at end of file
diff --git a/code/modules/research/designs/xenobio_toys.dm b/code/modules/research/designs/xenobio_toys.dm
index 917f8ba6c3..2c7f3f402a 100644
--- a/code/modules/research/designs/xenobio_toys.dm
+++ b/code/modules/research/designs/xenobio_toys.dm
@@ -7,14 +7,14 @@
/datum/design/item/weapon/xenobio/slimebaton
id = "slimebaton"
req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2, TECH_POWER = 3, TECH_COMBAT = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 5000)
+ materials = list(MAT_STEEL = 5000)
build_path = /obj/item/weapon/melee/baton/slime
sort_string = "HAAAA"
/datum/design/item/weapon/xenobio/slimetaser
id = "slimetaser"
req_tech = list(TECH_MATERIAL = 3, TECH_BIO = 3, TECH_POWER = 4, TECH_COMBAT = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 5000)
+ materials = list(MAT_STEEL = 5000)
build_path = /obj/item/weapon/gun/energy/taser/xeno
sort_string = "HAAAB"
@@ -25,6 +25,6 @@
desc = "A hand-held body scanner able to learn information about slimes."
id = "slime_scanner"
req_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500)
+ materials = list(MAT_STEEL = 500, MAT_GLASS = 500)
build_path = /obj/item/device/slime_scanner
sort_string = "HBAAA"
\ No newline at end of file
diff --git a/code/modules/research/mechfab_designs.dm b/code/modules/research/mechfab_designs.dm
index 4511307c12..f63e8c3409 100644
--- a/code/modules/research/mechfab_designs.dm
+++ b/code/modules/research/mechfab_designs.dm
@@ -11,7 +11,7 @@
id = "ripley_chassis"
build_path = /obj/item/mecha_parts/chassis/ripley
time = 10
- materials = list(DEFAULT_WALL_MATERIAL = 15000)
+ materials = list(MAT_STEEL = 15000)
/datum/design/item/mechfab/ripley/chassis/firefighter
name = "Firefigher Chassis"
@@ -23,35 +23,35 @@
id = "ripley_torso"
build_path = /obj/item/mecha_parts/part/ripley_torso
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 11250)
+ materials = list(MAT_STEEL = 30000, MAT_GLASS = 11250)
/datum/design/item/mechfab/ripley/left_arm
name = "Ripley Left Arm"
id = "ripley_left_arm"
build_path = /obj/item/mecha_parts/part/ripley_left_arm
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 18750)
+ materials = list(MAT_STEEL = 18750)
/datum/design/item/mechfab/ripley/right_arm
name = "Ripley Right Arm"
id = "ripley_right_arm"
build_path = /obj/item/mecha_parts/part/ripley_right_arm
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 18750)
+ materials = list(MAT_STEEL = 18750)
/datum/design/item/mechfab/ripley/left_leg
name = "Ripley Left Leg"
id = "ripley_left_leg"
build_path = /obj/item/mecha_parts/part/ripley_left_leg
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 22500)
+ materials = list(MAT_STEEL = 22500)
/datum/design/item/mechfab/ripley/right_leg
name = "Ripley Right Leg"
id = "ripley_right_leg"
build_path = /obj/item/mecha_parts/part/ripley_right_leg
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 22500)
+ materials = list(MAT_STEEL = 22500)
/datum/design/item/mechfab/odysseus
category = list("Odysseus")
@@ -61,49 +61,49 @@
id = "odysseus_chassis"
build_path = /obj/item/mecha_parts/chassis/odysseus
time = 10
- materials = list(DEFAULT_WALL_MATERIAL = 15000)
+ materials = list(MAT_STEEL = 15000)
/datum/design/item/mechfab/odysseus/torso
name = "Odysseus Torso"
id = "odysseus_torso"
build_path = /obj/item/mecha_parts/part/odysseus_torso
time = 18
- materials = list(DEFAULT_WALL_MATERIAL = 18750)
+ materials = list(MAT_STEEL = 18750)
/datum/design/item/mechfab/odysseus/head
name = "Odysseus Head"
id = "odysseus_head"
build_path = /obj/item/mecha_parts/part/odysseus_head
time = 10
- materials = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 7500)
+ materials = list(MAT_STEEL = 1500, MAT_GLASS = 7500)
/datum/design/item/mechfab/odysseus/left_arm
name = "Odysseus Left Arm"
id = "odysseus_left_arm"
build_path = /obj/item/mecha_parts/part/odysseus_left_arm
time = 12
- materials = list(DEFAULT_WALL_MATERIAL = 7500)
+ materials = list(MAT_STEEL = 7500)
/datum/design/item/mechfab/odysseus/right_arm
name = "Odysseus Right Arm"
id = "odysseus_right_arm"
build_path = /obj/item/mecha_parts/part/odysseus_right_arm
time = 12
- materials = list(DEFAULT_WALL_MATERIAL = 7500)
+ materials = list(MAT_STEEL = 7500)
/datum/design/item/mechfab/odysseus/left_leg
name = "Odysseus Left Leg"
id = "odysseus_left_leg"
build_path = /obj/item/mecha_parts/part/odysseus_left_leg
time = 13
- materials = list(DEFAULT_WALL_MATERIAL = 11250)
+ materials = list(MAT_STEEL = 11250)
/datum/design/item/mechfab/odysseus/right_leg
name = "Odysseus Right Leg"
id = "odysseus_right_leg"
build_path = /obj/item/mecha_parts/part/odysseus_right_leg
time = 13
- materials = list(DEFAULT_WALL_MATERIAL = 11250)
+ materials = list(MAT_STEEL = 11250)
/datum/design/item/mechfab/gygax
category = list("Gygax")
@@ -112,63 +112,63 @@
name = "Serenity Chassis"
id = "serenity_chassis"
build_path = /obj/item/mecha_parts/chassis/serenity
- materials = list(DEFAULT_WALL_MATERIAL = 18750, "phoron" = 4000)
+ materials = list(MAT_STEEL = 18750, MAT_PHORON = 4000)
/datum/design/item/mechfab/gygax/chassis
name = "Gygax Chassis"
id = "gygax_chassis"
build_path = /obj/item/mecha_parts/chassis/gygax
time = 10
- materials = list(DEFAULT_WALL_MATERIAL = 18750)
+ materials = list(MAT_STEEL = 18750)
/datum/design/item/mechfab/gygax/torso
name = "Gygax Torso"
id = "gygax_torso"
build_path = /obj/item/mecha_parts/part/gygax_torso
time = 30
- materials = list(DEFAULT_WALL_MATERIAL = 37500, "glass" = 15000)
+ materials = list(MAT_STEEL = 37500, MAT_GLASS = 15000)
/datum/design/item/mechfab/gygax/head
name = "Gygax Head"
id = "gygax_head"
build_path = /obj/item/mecha_parts/part/gygax_head
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 7500)
+ materials = list(MAT_STEEL = 15000, MAT_GLASS = 7500)
/datum/design/item/mechfab/gygax/left_arm
name = "Gygax Left Arm"
id = "gygax_left_arm"
build_path = /obj/item/mecha_parts/part/gygax_left_arm
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 22500)
+ materials = list(MAT_STEEL = 22500)
/datum/design/item/mechfab/gygax/right_arm
name = "Gygax Right Arm"
id = "gygax_right_arm"
build_path = /obj/item/mecha_parts/part/gygax_right_arm
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 22500)
+ materials = list(MAT_STEEL = 22500)
/datum/design/item/mechfab/gygax/left_leg
name = "Gygax Left Leg"
id = "gygax_left_leg"
build_path = /obj/item/mecha_parts/part/gygax_left_leg
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 26250)
+ materials = list(MAT_STEEL = 26250)
/datum/design/item/mechfab/gygax/right_leg
name = "Gygax Right Leg"
id = "gygax_right_leg"
build_path = /obj/item/mecha_parts/part/gygax_right_leg
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 26250)
+ materials = list(MAT_STEEL = 26250)
/datum/design/item/mechfab/gygax/armour
name = "Gygax Armour Plates"
id = "gygax_armour"
build_path = /obj/item/mecha_parts/part/gygax_armour
time = 60
- materials = list(DEFAULT_WALL_MATERIAL = 37500, "diamond" = 7500)
+ materials = list(MAT_STEEL = 37500, MAT_DIAMOND = 7500)
/datum/design/item/mechfab/durand
category = list("Durand")
@@ -178,56 +178,56 @@
id = "durand_chassis"
build_path = /obj/item/mecha_parts/chassis/durand
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 18750, MAT_PLASTEEL = 20000)
+ materials = list(MAT_STEEL = 18750, MAT_PLASTEEL = 20000)
/datum/design/item/mechfab/durand/torso
name = "Durand Torso"
id = "durand_torso"
build_path = /obj/item/mecha_parts/part/durand_torso
time = 30
- materials = list(DEFAULT_WALL_MATERIAL = 41250, MAT_PLASTEEL = 15000, "silver" = 7500)
+ materials = list(MAT_STEEL = 41250, MAT_PLASTEEL = 15000, MAT_SILVER = 7500)
/datum/design/item/mechfab/durand/head
name = "Durand Head"
id = "durand_head"
build_path = /obj/item/mecha_parts/part/durand_head
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 18750, "glass" = 7500, "silver" = 2250)
+ materials = list(MAT_STEEL = 18750, MAT_GLASS = 7500, MAT_SILVER = 2250)
/datum/design/item/mechfab/durand/left_arm
name = "Durand Left Arm"
id = "durand_left_arm"
build_path = /obj/item/mecha_parts/part/durand_left_arm
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 26250, "silver" = 2250)
+ materials = list(MAT_STEEL = 26250, MAT_SILVER = 2250)
/datum/design/item/mechfab/durand/right_arm
name = "Durand Right Arm"
id = "durand_right_arm"
build_path = /obj/item/mecha_parts/part/durand_right_arm
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 26250, "silver" = 2250)
+ materials = list(MAT_STEEL = 26250, MAT_SILVER = 2250)
/datum/design/item/mechfab/durand/left_leg
name = "Durand Left Leg"
id = "durand_left_leg"
build_path = /obj/item/mecha_parts/part/durand_left_leg
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 30000, "silver" = 2250)
+ materials = list(MAT_STEEL = 30000, MAT_SILVER = 2250)
/datum/design/item/mechfab/durand/right_leg
name = "Durand Right Leg"
id = "durand_right_leg"
build_path = /obj/item/mecha_parts/part/durand_right_leg
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 30000, "silver" = 2250)
+ materials = list(MAT_STEEL = 30000, MAT_SILVER = 2250)
/datum/design/item/mechfab/durand/armour
name = "Durand Armour Plates"
id = "durand_armour"
build_path = /obj/item/mecha_parts/part/durand_armour
time = 60
- materials = list(DEFAULT_WALL_MATERIAL = 27500, MAT_PLASTEEL = 10000, "uranium" = 7500)
+ materials = list(MAT_STEEL = 27500, MAT_PLASTEEL = 10000, MAT_URANIUM = 7500)
/datum/design/item/mechfab/janus
category = list("Janus")
@@ -246,42 +246,42 @@
id = "janus_torso"
build_path = /obj/item/mecha_parts/part/janus_torso
time = 300
- materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_DURASTEEL = 8000, MAT_MORPHIUM = 10000, MAT_GOLD = 5000, MAT_VERDANTIUM = 5000)
+ materials = list(MAT_STEEL = 30000, MAT_DURASTEEL = 8000, MAT_MORPHIUM = 10000, MAT_GOLD = 5000, MAT_VERDANTIUM = 5000)
/datum/design/item/mechfab/janus/head
name = "Imperion Head"
id = "janus_head"
build_path = /obj/item/mecha_parts/part/janus_head
time = 200
- materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 6000, MAT_GOLD = 5000)
+ materials = list(MAT_STEEL = 30000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 6000, MAT_GOLD = 5000)
/datum/design/item/mechfab/janus/left_arm
name = "Prototype Gygax Left Arm"
id = "janus_left_arm"
build_path = /obj/item/mecha_parts/part/janus_left_arm
time = 200
- materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_DIAMOND = 7000)
+ materials = list(MAT_STEEL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_DIAMOND = 7000)
/datum/design/item/mechfab/janus/right_arm
name = "Prototype Gygax Right Arm"
id = "janus_right_arm"
build_path = /obj/item/mecha_parts/part/janus_right_arm
time = 200
- materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_DIAMOND = 7000)
+ materials = list(MAT_STEEL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_DIAMOND = 7000)
/datum/design/item/mechfab/janus/left_leg
name = "Prototype Durand Left Leg"
id = "janus_left_leg"
build_path = /obj/item/mecha_parts/part/janus_left_leg
time = 200
- materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_URANIUM = 7000)
+ materials = list(MAT_STEEL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_URANIUM = 7000)
/datum/design/item/mechfab/janus/right_leg
name = "Prototype Durand Right Leg"
id = "janus_right_leg"
build_path = /obj/item/mecha_parts/part/janus_right_leg
time = 200
- materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_URANIUM = 7000)
+ materials = list(MAT_STEEL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_URANIUM = 7000)
/datum/design/item/mechfab/janus/phase_coil
name = "Janus Phase Coil"
@@ -294,7 +294,7 @@
build_type = MECHFAB
category = list("Exosuit Equipment")
time = 10
- materials = list(DEFAULT_WALL_MATERIAL = 7500)
+ materials = list(MAT_STEEL = 7500)
/datum/design/item/mecha/AssembleDesignDesc()
if(!desc)
@@ -304,7 +304,7 @@
name = "Exosuit Tracking Beacon"
id = "mech_tracker"
time = 5
- materials = list(DEFAULT_WALL_MATERIAL = 375)
+ materials = list(MAT_STEEL = 375)
build_path = /obj/item/mecha_parts/mecha_tracking
/datum/design/item/mecha/hydraulic_clamp
@@ -326,32 +326,32 @@
name = "Cable Layer"
id = "mech_cable_layer"
build_path = /obj/item/mecha_parts/mecha_equipment/tool/cable_layer
- materials = list(DEFAULT_WALL_MATERIAL = 7500, "plastic" = 1000)
+ materials = list(MAT_STEEL = 7500, MAT_PLASTIC = 1000)
/datum/design/item/mecha/flaregun
name = "Flare Launcher"
id = "mecha_flare_gun"
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flare
- materials = list(DEFAULT_WALL_MATERIAL = 9375)
+ materials = list(MAT_STEEL = 9375)
/datum/design/item/mecha/sleeper
name = "Sleeper"
id = "mech_sleeper"
build_path = /obj/item/mecha_parts/mecha_equipment/tool/sleeper
- materials = list(DEFAULT_WALL_MATERIAL = 3750, "glass" = 7500)
+ materials = list(MAT_STEEL = 3750, MAT_GLASS = 7500)
/datum/design/item/mecha/syringe_gun
name = "Syringe Gun"
id = "mech_syringe_gun"
build_path = /obj/item/mecha_parts/mecha_equipment/tool/syringe_gun
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 2250, "glass" = 1500)
+ materials = list(MAT_STEEL = 2250, MAT_GLASS = 1500)
/datum/design/item/mecha/passenger
name = "Passenger Compartment"
id = "mech_passenger"
build_path = /obj/item/mecha_parts/mecha_equipment/tool/passenger
- materials = list(DEFAULT_WALL_MATERIAL = 3750, "glass" = 3750)
+ materials = list(MAT_STEEL = 3750, MAT_GLASS = 3750)
/datum/design/item/mecha/taser
name = "PBT \"Pacifier\" Mounted Taser"
@@ -369,7 +369,7 @@
id = "mech_shocker"
req_tech = list(TECH_COMBAT = 3, TECH_POWER = 6, TECH_MAGNET = 1)
build_path = /obj/item/mecha_parts/mecha_equipment/shocker
- materials = list(DEFAULT_WALL_MATERIAL = 3500, "gold" = 750, "glass" = 1000)
+ materials = list(MAT_STEEL = 3500, MAT_GOLD = 750, MAT_GLASS = 1000)
/datum/design/item/mecha/lmg
name = "Ultra AC 2"
@@ -383,7 +383,7 @@
/datum/design/item/mecha/weapon
req_tech = list(TECH_COMBAT = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 2000)
+ materials = list(MAT_STEEL = 8000, MAT_GLASS = 2000)
// *** Weapon modules
/datum/design/item/mecha/weapon/scattershot
@@ -391,21 +391,21 @@
id = "mech_scattershot"
req_tech = list(TECH_COMBAT = 4)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot
- materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 3000, "plastic" = 2000, "silver" = 2500)
+ materials = list(MAT_STEEL = 8000, MAT_GLASS = 3000, MAT_PLASTIC = 2000, MAT_SILVER = 2500)
/datum/design/item/mecha/weapon/rigged_scattershot
name = "Jury-Rigged Shrapnel Cannon"
id = "mech_scattershot-r"
req_tech = list(TECH_COMBAT = 4)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot/rigged
- materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2000, "plastic" = 2000, "silver" = 2000)
+ materials = list(MAT_STEEL = 7000, MAT_GLASS = 2000, MAT_PLASTIC = 2000, MAT_SILVER = 2000)
/datum/design/item/mecha/weapon/laser
name = "CH-PS \"Immolator\" Laser"
id = "mech_laser"
req_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 3)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser
- materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 3000, "plastic" = 2000)
+ materials = list(MAT_STEEL = 8000, MAT_GLASS = 3000, MAT_PLASTIC = 2000)
/datum/design/item/mecha/weapon/laser_rigged
name = "Jury-Rigged Welder-Laser"
@@ -419,21 +419,21 @@
id = "mech_laser_heavy"
req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 4)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy
- materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 3000, "diamond" = 2000, "osmium" = 5000, "plastic" = 2000)
+ materials = list(MAT_STEEL = 10000, MAT_GLASS = 3000, MAT_DIAMOND = 2000, MAT_OSMIUM = 5000, MAT_PLASTIC = 2000)
/datum/design/item/mecha/weapon/rigged_laser_heavy
name = "Jury-Rigged Emitter Cannon"
id = "mech_laser_heavy-r"
req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 4, TECH_PHORON = 3, TECH_ILLEGAL = 1)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy/rigged
- materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 4000, "diamond" = 1500, "osmium" = 4000, "plastic" = 2000)
+ materials = list(MAT_STEEL = 8000, MAT_GLASS = 4000, MAT_DIAMOND = 1500, MAT_OSMIUM = 4000, MAT_PLASTIC = 2000)
/datum/design/item/mecha/weapon/laser_xray
name = "CH-XS \"Penetrator\" Laser"
id = "mech_laser_xray"
req_tech = list(TECH_MATERIAL = 3, TECH_COMBAT = 3, TECH_PHORON = 3, TECH_POWER = 4)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/xray
- materials = list(DEFAULT_WALL_MATERIAL = 9000, "glass" = 3000, "phoron" = 1000, "silver" = 1500, "gold" = 2500, "plastic" = 2000)
+ materials = list(MAT_STEEL = 9000, MAT_GLASS = 3000, MAT_PHORON = 1000, MAT_SILVER = 1500, MAT_GOLD = 2500, MAT_PLASTIC = 2000)
/datum/design/item/mecha/weapon/laser_gamma //CHOMPedit begin : add Gamma Laser
name = "GA-X \"Render\" Experimental Gamma Laser"
@@ -447,49 +447,49 @@
id = "mech_laser_xray-r"
req_tech = list(TECH_MATERIAL = 3, TECH_COMBAT = 3, TECH_PHORON = 3, TECH_POWER = 4)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/xray/rigged
- materials = list(DEFAULT_WALL_MATERIAL = 8500, "glass" = 2500, "phoron" = 1000, "silver" = 1250, "gold" = 2000, "plastic" = 2000)
+ materials = list(MAT_STEEL = 8500, MAT_GLASS = 2500, MAT_PHORON = 1000, MAT_SILVER = 1250, MAT_GOLD = 2000, MAT_PLASTIC = 2000)
/datum/design/item/mecha/weapon/phase
name = "NT-PE \"Scorpio\" Phase-Emitter"
id = "mech_phase"
req_tech = list(TECH_MATERIAL = 1, TECH_COMBAT = 2, TECH_MAGNET = 2)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/phase
- materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 3000, "plastic" = 3000)
+ materials = list(MAT_STEEL = 6000, MAT_GLASS = 3000, MAT_PLASTIC = 3000)
/datum/design/item/mecha/weapon/ion
name = "MK-IV Ion Heavy Cannon"
id = "mech_ion"
req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 4)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/ion
- materials = list(DEFAULT_WALL_MATERIAL = 15000, "uranium" = 2000, "silver" = 2000, "osmium" = 4500, "plastic" = 2000)
+ materials = list(MAT_STEEL = 15000, MAT_URANIUM = 2000, MAT_SILVER = 2000, MAT_OSMIUM = 4500, MAT_PLASTIC = 2000)
/datum/design/item/mecha/weapon/rigged_ion
name = "Jury-Rigged Ion Cannon"
id = "mech_ion-r"
req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 4)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/ion/rigged
- materials = list(DEFAULT_WALL_MATERIAL = 13000, "uranium" = 1000, "silver" = 1000, "osmium" = 3000, "plastic" = 2000)
+ materials = list(MAT_STEEL = 13000, MAT_URANIUM = 1000, MAT_SILVER = 1000, MAT_OSMIUM = 3000, MAT_PLASTIC = 2000)
/datum/design/item/mecha/weapon/grenade_launcher
name = "SGL-6 Grenade Launcher"
id = "mech_grenade_launcher"
req_tech = list(TECH_COMBAT = 3)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/grenade
- materials = list(DEFAULT_WALL_MATERIAL = 7000, "gold" = 2000, "plastic" = 3000)
+ materials = list(MAT_STEEL = 7000, MAT_GOLD = 2000, MAT_PLASTIC = 3000)
/datum/design/item/mecha/weapon/rigged_grenade_launcher
name = "Jury-Rigged Pneumatic Flashlauncher"
id = "mech_grenade_launcher-rig"
req_tech = list(TECH_COMBAT = 3)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/grenade/rigged
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "gold" = 2000, "plastic" = 2000)
+ materials = list(MAT_STEEL = 5000, MAT_GOLD = 2000, MAT_PLASTIC = 2000)
/datum/design/item/mecha/weapon/clusterbang_launcher
name = "SOP-6 Grenade Launcher"
desc = "A weapon that violates the Geneva Convention at 6 rounds per minute."
id = "clusterbang_launcher"
req_tech = list(TECH_COMBAT= 5, TECH_MATERIAL = 5, TECH_ILLEGAL = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 15000, "gold" = 4500, "uranium" = 4500)
+ materials = list(MAT_STEEL = 15000, MAT_GOLD = 4500, MAT_URANIUM = 4500)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/grenade/clusterbang/limited
/datum/design/item/mecha/weapon/conc_grenade_launcher
@@ -497,21 +497,21 @@
id = "mech_grenade_launcher_conc"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_ILLEGAL = 1)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/grenade/concussion
- materials = list(DEFAULT_WALL_MATERIAL = 9000, "gold" = 1000, "osmium" = 1000, "plastic" = 3000)
+ materials = list(MAT_STEEL = 9000, MAT_GOLD = 1000, MAT_OSMIUM = 1000, MAT_PLASTIC = 3000)
/datum/design/item/mecha/weapon/frag_grenade_launcher
name = "HEP-MI 6 Grenade Launcher"
id = "mech_grenade_launcher_frag"
req_tech = list(TECH_COMBAT = 4, TECH_ENGINEERING = 2, TECH_MATERIAL = 3, TECH_ILLEGAL = 2)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/grenade/frag/mini
- materials = list(DEFAULT_WALL_MATERIAL = 10000, "gold" = 2500, "uranium" = 3000, "osmium" = 3000, "plastic" = 3000)
+ materials = list(MAT_STEEL = 10000, MAT_GOLD = 2500, MAT_URANIUM = 3000, MAT_OSMIUM = 3000, MAT_PLASTIC = 3000)
/datum/design/item/mecha/weapon/flamer
name = "CR-3 Mark 8 Flamethrower"
desc = "A weapon that violates the CCWC at two hundred gallons per minute."
id = "mech_flamer_full"
req_tech = list(TECH_MATERIAL = 4, TECH_COMBAT = 6, TECH_PHORON = 4, TECH_ILLEGAL = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 10000, "gold" = 2000, "uranium" = 3000, "phoron" = 8000)
+ materials = list(MAT_STEEL = 10000, MAT_GOLD = 2000, MAT_URANIUM = 3000, MAT_PHORON = 8000)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/flamer
/datum/design/item/mecha/weapon/flamer_rigged
@@ -519,7 +519,7 @@
desc = "A weapon that accidentally violates the CCWC at one hundred gallons per minute."
id = "mech_flamer_rigged"
req_tech = list(TECH_MATERIAL = 3, TECH_COMBAT = 3, TECH_PHORON = 3, TECH_ILLEGAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 8000, "gold" = 1500, "silver" = 1500, "uranium" = 2000, "phoron" = 6000)
+ materials = list(MAT_STEEL = 8000, MAT_GOLD = 1500, MAT_SILVER = 1500, MAT_URANIUM = 2000, MAT_PHORON = 6000)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/flamer/rigged
/datum/design/item/mecha/weapon/flame_mg
@@ -527,7 +527,7 @@
desc = "A weapon that violates the CCWC at sixty rounds a minute."
id = "mech_lmg_flamer"
req_tech = list(TECH_MATERIAL = 4, TECH_COMBAT = 5, TECH_PHORON = 2, TECH_ILLEGAL = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 8000, "gold" = 2000, "silver" = 1750, "uranium" = 1500, "phoron" = 4000)
+ materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 1750, MAT_URANIUM = 1500, MAT_PHORON = 4000)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/incendiary
// *** Nonweapon modules
@@ -557,7 +557,7 @@
desc = "An exosuit-mounted rapid construction device."
id = "mech_rcd"
time = 120
- materials = list(DEFAULT_WALL_MATERIAL = 20000, "plastic" = 10000, "phoron" = 18750, "silver" = 15000, "gold" = 15000)
+ materials = list(MAT_STEEL = 20000, MAT_PLASTIC = 10000, MAT_PHORON = 18750, MAT_SILVER = 15000, MAT_GOLD = 15000)
req_tech = list(TECH_MATERIAL = 4, TECH_BLUESPACE = 3, TECH_MAGNET = 4, TECH_POWER = 4, TECH_ENGINEERING = 4)
build_path = /obj/item/mecha_parts/mecha_equipment/tool/rcd
@@ -573,7 +573,7 @@
desc = "Automated repair droid, exosuits' best companion. BEEP BOOP"
id = "mech_repair_droid"
req_tech = list(TECH_MAGNET = 3, TECH_DATA = 3, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 7500, "gold" = 750, "silver" = 1500, "glass" = 3750)
+ materials = list(MAT_STEEL = 7500, MAT_GOLD = 750, MAT_SILVER = 1500, MAT_GLASS = 3750)
build_path = /obj/item/mecha_parts/mecha_equipment/repair_droid
/* These are way too OP to be buildable
@@ -582,7 +582,7 @@
desc = "Linear shield projector. Deploys a large, familiar, and rectangular shield in one direction at a time."
id = "mech_shield_droid"
req_tech = list(TECH_PHORON = 3, TECH_MAGNET = 6, TECH_ILLEGAL = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 8000, "gold" = 2000, "silver" = 3000, "phoron" = 5000, "glass" = 3750)
+ materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 3000, MAT_PHORON = 5000, MAT_GLASS = 3750)
build_path = /obj/item/mecha_parts/mecha_equipment/combat_shield
/datum/design/item/mecha/omni_shield
@@ -590,7 +590,7 @@
desc = "Integral shield projector. Can only protect the exosuit, but has no weak angles."
id = "mech_shield_omni"
req_tech = list(TECH_PHORON = 3, TECH_MAGNET = 6, TECH_ILLEGAL = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 8000, "gold" = 2000, "silver" = 3000, "phoron" = 5000, "glass" = 3750)
+ materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 3000, MAT_PHORON = 5000, MAT_GLASS = 3750)
build_path = /obj/item/mecha_parts/mecha_equipment/omni_shield
*/
@@ -599,7 +599,7 @@
desc = "Deploys a small medical drone capable of patching small wounds in order to stabilize nearby patients."
id = "mech_med_droid"
req_tech = list(TECH_PHORON = 3, TECH_MAGNET = 6, TECH_BIO = 5, TECH_DATA = 4, TECH_ARCANE = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 8000, MAT_GOLD = 2000, MAT_SILVER = 3000, MAT_VERDANTIUM = 2500, MAT_GLASS = 3000)
+ materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 3000, MAT_VERDANTIUM = 2500, MAT_GLASS = 3000)
build_path = /obj/item/mecha_parts/mecha_equipment/crisis_drone
/datum/design/item/mecha/rad_drone
@@ -607,7 +607,7 @@
desc = "Deploys a small hazmat drone capable of purging minor radiation damage in order to stabilize nearby patients."
id = "mech_rad_droid"
req_tech = list(TECH_PHORON = 4, TECH_MAGNET = 5, TECH_BIO = 6, TECH_DATA = 4, TECH_ARCANE = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 8000, MAT_GOLD = 2000, MAT_URANIUM = 3000, MAT_VERDANTIUM = 2500, MAT_GLASS = 3000)
+ materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_URANIUM = 3000, MAT_VERDANTIUM = 2500, MAT_GLASS = 3000)
build_path = /obj/item/mecha_parts/mecha_equipment/crisis_drone/rad
/datum/design/item/mecha/medanalyzer
@@ -624,20 +624,20 @@
id = "mech_jetpack"
req_tech = list(TECH_ENGINEERING = 3, TECH_MAGNET = 4) //One less magnet than the actual got-damn teleporter.
build_path = /obj/item/mecha_parts/mecha_equipment/tool/jetpack
- materials = list(DEFAULT_WALL_MATERIAL = 7500, "silver" = 300, "glass" = 600)
+ materials = list(MAT_STEEL = 7500, MAT_SILVER = 300, MAT_GLASS = 600)
/datum/design/item/mecha/phoron_generator
desc = "Phoron Reactor"
id = "mech_phoron_generator"
req_tech = list(TECH_PHORON = 2, TECH_POWER= 2, TECH_ENGINEERING = 2)
build_path = /obj/item/mecha_parts/mecha_equipment/generator
- materials = list(DEFAULT_WALL_MATERIAL = 7500, "silver" = 375, "glass" = 750)
+ materials = list(MAT_STEEL = 7500, MAT_SILVER = 375, MAT_GLASS = 750)
/datum/design/item/mecha/energy_relay
name = "Energy Relay"
id = "mech_energy_relay"
req_tech = list(TECH_MAGNET = 4, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 7500, "gold" = 1500, "silver" = 2250, "glass" = 1500)
+ materials = list(MAT_STEEL = 7500, MAT_GOLD = 1500, MAT_SILVER = 2250, MAT_GLASS = 1500)
build_path = /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay
/datum/design/item/mecha/ccw_armor
@@ -645,7 +645,7 @@
desc = "Exosuit close-combat armor booster."
id = "mech_ccw_armor"
req_tech = list(TECH_MATERIAL = 5, TECH_COMBAT = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 11250, "silver" = 3750)
+ materials = list(MAT_STEEL = 11250, MAT_SILVER = 3750)
build_path = /obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster
/datum/design/item/mecha/proj_armor
@@ -653,7 +653,7 @@
desc = "Exosuit projectile armor booster."
id = "mech_proj_armor"
req_tech = list(TECH_MATERIAL = 5, TECH_COMBAT = 5, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 15000, "gold" = 3750)
+ materials = list(MAT_STEEL = 15000, MAT_GOLD = 3750)
build_path = /obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster
/datum/design/item/mecha/diamond_drill
@@ -661,7 +661,7 @@
desc = "A diamond version of the exosuit drill. It's harder, better, faster, stronger."
id = "mech_diamond_drill"
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 7500, "diamond" = 4875)
+ materials = list(MAT_STEEL = 7500, MAT_DIAMOND = 4875)
build_path = /obj/item/mecha_parts/mecha_equipment/tool/drill/diamonddrill
/datum/design/item/mecha/ground_drill
@@ -669,7 +669,7 @@
desc = "A heavy duty bore. Bigger, better, stronger than the core sampler, but not quite as good as a large drill."
id = "mech_ground_drill"
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 2, TECH_PHORON = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 7000, "silver" = 3000, "phoron" = 2000)
+ materials = list(MAT_STEEL = 7000, MAT_SILVER = 3000, MAT_PHORON = 2000)
build_path = /obj/item/mecha_parts/mecha_equipment/tool/drill/bore
/datum/design/item/mecha/orescanner
@@ -677,7 +677,7 @@
desc = "A hefty device used to scan for subterranean veins of ore."
id = "mech_ore_scanner"
req_tech = list(TECH_MATERIAL = 2, TECH_MAGNET = 2, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 1000)
+ materials = list(MAT_STEEL = 4000, MAT_GLASS = 1000)
build_path = /obj/item/mecha_parts/mecha_equipment/tool/orescanner
/datum/design/item/mecha/advorescanner
@@ -685,7 +685,7 @@
desc = "A hefty device used to scan for the exact volumes of subterranean veins of ore."
id = "mech_ore_scanner_adv"
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 4, TECH_POWER = 4, TECH_BLUESPACE = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "osmium" = 3000, "silver" = 1000)
+ materials = list(MAT_STEEL = 5000, MAT_OSMIUM = 3000, MAT_SILVER = 1000)
build_path = /obj/item/mecha_parts/mecha_equipment/tool/orescanner/advanced
/datum/design/item/mecha/runningboard
@@ -693,7 +693,7 @@
desc = "A running board with a power-lifter attachment, to quickly catapult exosuit pilots into the cockpit. Only fits to working exosuits."
id = "mech_runningboard"
req_tech = list(TECH_MATERIAL = 6)
- materials = list(DEFAULT_WALL_MATERIAL = 10000)
+ materials = list(MAT_STEEL = 10000)
build_path = /obj/item/mecha_parts/mecha_equipment/runningboard/limited
/datum/design/item/mecha/powerwrench
@@ -701,7 +701,7 @@
desc = "A large, hydraulic wrench."
id = "mech_wrench"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "plastic" = 2000, "glass" = 1250)
+ materials = list(MAT_STEEL = 5000, MAT_PLASTIC = 2000, MAT_GLASS = 1250)
build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool
/datum/design/item/mecha/powercrowbar
@@ -709,7 +709,7 @@
desc = "A large, hydraulic prybar."
id = "mech_crowbar"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "osmium" = 3000, "glass" = 1000)
+ materials = list(MAT_STEEL = 4000, MAT_OSMIUM = 3000, MAT_GLASS = 1000)
build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool/prybar
/datum/design/item/mecha/powercutters
@@ -717,7 +717,7 @@
desc = "A large, hydraulic cablecutter."
id = "mech_wirecutter"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "osmium" = 3000, "glass" = 1000)
+ materials = list(MAT_STEEL = 4000, MAT_OSMIUM = 3000, MAT_GLASS = 1000)
build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool/cutter
/datum/design/item/mecha/powerscrewdriver
@@ -725,7 +725,7 @@
desc = "A large, hydraulic screwdriver."
id = "mech_screwdriver"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "osmium" = 3000, "glass" = 1000)
+ materials = list(MAT_STEEL = 4000, MAT_OSMIUM = 3000, MAT_GLASS = 1000)
build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool/screwdriver
/datum/design/item/mecha/powerwelder
@@ -733,7 +733,7 @@
desc = "A large welding laser."
id = "mech_welder"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_PHORON = 3000, "glass" = 1000)
+ materials = list(MAT_STEEL = 4000, MAT_PHORON = 3000, MAT_GLASS = 1000)
build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool/welding
/datum/design/item/mecha/inflatables
@@ -741,7 +741,7 @@
desc = "A large pneumatic inflatable deployer."
id = "mech_inflatables"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_PLASTIC = 4000, "glass" = 1000)
+ materials = list(MAT_STEEL = 2000, MAT_PLASTIC = 4000, MAT_GLASS = 1000)
build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool/inflatables
/datum/design/item/mecha/hardpoint_clamp
@@ -757,7 +757,7 @@
desc = "Exosuit-held nuclear reactor. Converts uranium and everyone's health to energy."
id = "mech_generator_nuclear"
req_tech = list(TECH_POWER= 3, TECH_ENGINEERING = 3, TECH_MATERIAL = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 7500, "silver" = 375, "glass" = 750)
+ materials = list(MAT_STEEL = 7500, MAT_SILVER = 375, MAT_GLASS = 750)
build_path = /obj/item/mecha_parts/mecha_equipment/generator/nuclear
/datum/design/item/mecha/speedboost_ripley
@@ -765,7 +765,7 @@
desc = "System enhancements and overdrives to make a mech's legs move faster."
id = "mech_speedboost_ripley"
req_tech = list( TECH_POWER = 5, TECH_MATERIAL = 4, TECH_ENGINEERING = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 10000, "silver" = 1000, "gold" = 1000)
+ materials = list(MAT_STEEL = 10000, MAT_SILVER = 1000, MAT_GOLD = 1000)
build_path = /obj/item/mecha_parts/mecha_equipment/speedboost
/datum/design/item/synthetic_flash
@@ -773,7 +773,7 @@
id = "sflash"
req_tech = list(TECH_MAGNET = 3, TECH_COMBAT = 2)
build_type = MECHFAB
- materials = list(DEFAULT_WALL_MATERIAL = 562, "glass" = 562)
+ materials = list(MAT_STEEL = 562, MAT_GLASS = 562)
build_path = /obj/item/device/flash/synthetic
category = list("Misc")
@@ -791,7 +791,7 @@
desc = "A space-bike's un-assembled frame."
id = "vehicle_chassis_spacebike"
req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 6, TECH_BLUESPACE = 3, TECH_PHORON = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 12000, "silver" = 3000, "phoron" = 3000, "osmium" = 1000)
+ materials = list(MAT_STEEL = 12000, MAT_SILVER = 3000, MAT_PHORON = 3000, MAT_OSMIUM = 1000)
build_path = /obj/item/weapon/vehicle_assembly/spacebike
/datum/design/item/mechfab/vehicle/quadbike_chassis
@@ -799,7 +799,7 @@
desc = "A space-bike's un-assembled frame."
id = "vehicle_chassis_quadbike"
req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 6, TECH_MAGNET = 3, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 15000, "silver" = 3000, "plastic" = 3000, "osmium" = 1000)
+ materials = list(MAT_STEEL = 15000, MAT_SILVER = 3000, MAT_PLASTIC = 3000, MAT_OSMIUM = 1000)
build_path = /obj/item/weapon/vehicle_assembly/quadbike
/*
@@ -1054,7 +1054,7 @@
build_path = /obj/item/device/uav
time = 20
req_tech = list(TECH_MATERIAL = 6, TECH_ENGINEERING = 5, TECH_PHORON = 3, TECH_MAGNET = 4, TECH_POWER = 6)
- materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 6000, "silver" = 4000)
+ materials = list(MAT_STEEL = 10000, MAT_GLASS = 6000, MAT_SILVER = 4000)
// Exosuit Internals
@@ -1068,7 +1068,7 @@
category = list("Exosuit Internals")
id = "exo_int_armor_standard"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 10000)
+ materials = list(MAT_STEEL = 10000)
build_path = /obj/item/mecha_parts/component/armor
/datum/design/item/mechfab/exointernal/light_armor
@@ -1076,7 +1076,7 @@
category = list("Exosuit Internals")
id = "exo_int_armor_lightweight"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, MAT_PLASTIC = 3000)
+ materials = list(MAT_STEEL = 5000, MAT_PLASTIC = 3000)
build_path = /obj/item/mecha_parts/component/armor/lightweight
/datum/design/item/mechfab/exointernal/reinf_armor
@@ -1084,7 +1084,7 @@
category = list("Exosuit Internals")
id = "exo_int_armor_reinforced"
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 20000, MAT_PLASTEEL = 10000)
+ materials = list(MAT_STEEL = 20000, MAT_PLASTEEL = 10000)
build_path = /obj/item/mecha_parts/component/armor/reinforced
/datum/design/item/mechfab/exointernal/mining_armor
@@ -1092,7 +1092,7 @@
category = list("Exosuit Internals")
id = "exo_int_armor_blast"
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 20000, MAT_PLASTEEL = 10000)
+ materials = list(MAT_STEEL = 20000, MAT_PLASTEEL = 10000)
build_path = /obj/item/mecha_parts/component/armor/mining
/datum/design/item/mechfab/exointernal/gygax_armor
@@ -1100,7 +1100,7 @@
category = list("Exosuit Internals")
id = "exo_int_armor_gygax"
req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_COMBAT = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 40000, MAT_DIAMOND = 8000)
+ materials = list(MAT_STEEL = 40000, MAT_DIAMOND = 8000)
build_path = /obj/item/mecha_parts/component/armor/marshal
/datum/design/item/mechfab/exointernal/darkgygax_armor
@@ -1115,7 +1115,7 @@
name = "Armor Plate (Military)"
id = "exo_int_armor_durand"
req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_COMBAT = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 40000, MAT_PLASTEEL = 9525, "uranium" = 8000)
+ materials = list(MAT_STEEL = 40000, MAT_PLASTEEL = 9525, MAT_URANIUM = 8000)
build_path = /obj/item/mecha_parts/component/armor/military
/datum/design/item/mechfab/exointernal/marauder_armour
@@ -1137,7 +1137,7 @@
category = list("Exosuit Internals")
id = "exo_int_hull_standard"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 10000)
+ materials = list(MAT_STEEL = 10000)
build_path = /obj/item/mecha_parts/component/hull
/datum/design/item/mechfab/exointernal/durable_hull
@@ -1145,7 +1145,7 @@
category = list("Exosuit Internals")
id = "exo_int_hull_durable"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 8000, MAT_PLASTEEL = 5000)
+ materials = list(MAT_STEEL = 8000, MAT_PLASTEEL = 5000)
build_path = /obj/item/mecha_parts/component/hull/durable
/datum/design/item/mechfab/exointernal/light_hull
@@ -1153,7 +1153,7 @@
category = list("Exosuit Internals")
id = "exo_int_hull_light"
req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, MAT_PLASTIC = 3000)
+ materials = list(MAT_STEEL = 5000, MAT_PLASTIC = 3000)
build_path = /obj/item/mecha_parts/component/hull/lightweight
/datum/design/item/mechfab/exointernal/stan_gas
@@ -1161,7 +1161,7 @@
category = list("Exosuit Internals")
id = "exo_int_lifesup_standard"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 10000)
+ materials = list(MAT_STEEL = 10000)
build_path = /obj/item/mecha_parts/component/gas
/datum/design/item/mechfab/exointernal/reinf_gas
@@ -1169,7 +1169,7 @@
category = list("Exosuit Internals")
id = "exo_int_lifesup_reinforced"
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 8000, MAT_PLASTEEL = 8000, MAT_GRAPHITE = 1000)
+ materials = list(MAT_STEEL = 8000, MAT_PLASTEEL = 8000, MAT_GRAPHITE = 1000)
build_path = /obj/item/mecha_parts/component/gas/reinforced
/datum/design/item/mechfab/exointernal/stan_electric
@@ -1177,7 +1177,7 @@
category = list("Exosuit Internals")
id = "exo_int_electric_standard"
req_tech = list(TECH_POWER = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, MAT_PLASTIC = 1000)
+ materials = list(MAT_STEEL = 5000, MAT_PLASTIC = 1000)
build_path = /obj/item/mecha_parts/component/electrical
/datum/design/item/mechfab/exointernal/efficient_electric
@@ -1185,7 +1185,7 @@
category = list("Exosuit Internals")
id = "exo_int_electric_efficient"
req_tech = list(TECH_POWER = 4, TECH_ENGINEERING = 4, TECH_DATA = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, MAT_PLASTIC = 3000, MAT_SILVER = 3000)
+ materials = list(MAT_STEEL = 5000, MAT_PLASTIC = 3000, MAT_SILVER = 3000)
build_path = /obj/item/mecha_parts/component/electrical/high_current
/datum/design/item/mechfab/exointernal/stan_actuator
@@ -1193,7 +1193,7 @@
category = list("Exosuit Internals")
id = "exo_int_actuator_standard"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 10000)
+ materials = list(MAT_STEEL = 10000)
build_path = /obj/item/mecha_parts/component/actuator
/datum/design/item/mechfab/exointernal/hispeed_actuator
diff --git a/code/modules/research/mechfab_designs_vr.dm b/code/modules/research/mechfab_designs_vr.dm
index 099d2a2374..b8a796b909 100644
--- a/code/modules/research/mechfab_designs_vr.dm
+++ b/code/modules/research/mechfab_designs_vr.dm
@@ -11,5 +11,5 @@
desc = "A suit mounted size gun. Features interface-based target size adjustment for hands-free size-altering shenanigans."
id = "rig_gun_sizegun"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 3000, MAT_GLASS = 2000, MAT_URANIUM = 2000)
+ materials = list(MAT_STEEL = 3000, MAT_GLASS = 2000, MAT_URANIUM = 2000)
build_path = /obj/item/rig_module/mounted/sizegun
\ No newline at end of file
diff --git a/code/modules/research/prosfab_designs.dm b/code/modules/research/prosfab_designs.dm
index 5fc685bf1d..93544b02a7 100644
--- a/code/modules/research/prosfab_designs.dm
+++ b/code/modules/research/prosfab_designs.dm
@@ -92,7 +92,7 @@
//////////////////// Prosthetics ////////////////////
/datum/design/item/prosfab/pros/torso
time = 35
- materials = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 7500)
+ materials = list(MAT_STEEL = 30000, MAT_GLASS = 7500)
// req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 3, TECH_DATA = 3) //Saving the values just in case
var/gender = MALE
@@ -115,7 +115,7 @@
id = "pros_head"
build_path = /obj/item/organ/external/head
time = 30
- materials = list(DEFAULT_WALL_MATERIAL = 18750, "glass" = 3750)
+ materials = list(MAT_STEEL = 18750, MAT_GLASS = 3750)
// req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 3, TECH_DATA = 3) //Saving the values just in case
/datum/design/item/prosfab/pros/l_arm
@@ -123,56 +123,56 @@
id = "pros_l_arm"
build_path = /obj/item/organ/external/arm
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 10125)
+ materials = list(MAT_STEEL = 10125)
/datum/design/item/prosfab/pros/l_hand
name = "Prosthetic Left Hand"
id = "pros_l_hand"
build_path = /obj/item/organ/external/hand
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 3375)
+ materials = list(MAT_STEEL = 3375)
/datum/design/item/prosfab/pros/r_arm
name = "Prosthetic Right Arm"
id = "pros_r_arm"
build_path = /obj/item/organ/external/arm/right
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 10125)
+ materials = list(MAT_STEEL = 10125)
/datum/design/item/prosfab/pros/r_hand
name = "Prosthetic Right Hand"
id = "pros_r_hand"
build_path = /obj/item/organ/external/hand/right
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 3375)
+ materials = list(MAT_STEEL = 3375)
/datum/design/item/prosfab/pros/l_leg
name = "Prosthetic Left Leg"
id = "pros_l_leg"
build_path = /obj/item/organ/external/leg
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 8437)
+ materials = list(MAT_STEEL = 8437)
/datum/design/item/prosfab/pros/l_foot
name = "Prosthetic Left Foot"
id = "pros_l_foot"
build_path = /obj/item/organ/external/foot
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 2813)
+ materials = list(MAT_STEEL = 2813)
/datum/design/item/prosfab/pros/r_leg
name = "Prosthetic Right Leg"
id = "pros_r_leg"
build_path = /obj/item/organ/external/leg/right
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 8437)
+ materials = list(MAT_STEEL = 8437)
/datum/design/item/prosfab/pros/r_foot
name = "Prosthetic Right Foot"
id = "pros_r_foot"
build_path = /obj/item/organ/external/foot/right
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 2813)
+ materials = list(MAT_STEEL = 2813)
/datum/design/item/prosfab/pros/internal
category = list("Prosthetics, Internal")
@@ -182,7 +182,7 @@
id = "pros_cell"
build_path = /obj/item/organ/internal/cell
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 7500, "glass" = 3000)
+ materials = list(MAT_STEEL = 7500, MAT_GLASS = 3000)
// req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2)
/datum/design/item/prosfab/pros/internal/eyes
@@ -190,7 +190,7 @@
id = "pros_eyes"
build_path = /obj/item/organ/internal/eyes/robot
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 5625, "glass" = 5625)
+ materials = list(MAT_STEEL = 5625, MAT_GLASS = 5625)
// req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2)
/datum/design/item/prosfab/pros/internal/hydraulic
@@ -198,35 +198,35 @@
id = "pros_hydraulic"
build_path = /obj/item/organ/internal/heart/machine
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 7500, MAT_PLASTIC = 3000)
+ materials = list(MAT_STEEL = 7500, MAT_PLASTIC = 3000)
/datum/design/item/prosfab/pros/internal/reagcycler
name = "Reagent Cycler"
id = "pros_reagcycler"
build_path = /obj/item/organ/internal/stomach/machine
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 7500, MAT_PLASTIC = 3000)
+ materials = list(MAT_STEEL = 7500, MAT_PLASTIC = 3000)
/datum/design/item/prosfab/pros/internal/heatsink
name = "Heatsink"
id = "pros_heatsink"
build_path = /obj/item/organ/internal/robotic/heatsink
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 7500, MAT_PLASTIC = 3000)
+ materials = list(MAT_STEEL = 7500, MAT_PLASTIC = 3000)
/datum/design/item/prosfab/pros/internal/diagnostic
name = "Diagnostic Controller"
id = "pros_diagnostic"
build_path = /obj/item/organ/internal/robotic/diagnostic
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 7500, MAT_PLASTIC = 3000)
+ materials = list(MAT_STEEL = 7500, MAT_PLASTIC = 3000)
/datum/design/item/prosfab/pros/internal/heart
name = "Prosthetic Heart"
id = "pros_heart"
build_path = /obj/item/organ/internal/heart
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 5625, "glass" = 1000)
+ materials = list(MAT_STEEL = 5625, MAT_GLASS = 1000)
// req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2)
/datum/design/item/prosfab/pros/internal/lungs
@@ -234,7 +234,7 @@
id = "pros_lung"
build_path = /obj/item/organ/internal/lungs
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 5625, "glass" = 1000)
+ materials = list(MAT_STEEL = 5625, MAT_GLASS = 1000)
// req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2)
/datum/design/item/prosfab/pros/internal/liver
@@ -242,7 +242,7 @@
id = "pros_liver"
build_path = /obj/item/organ/internal/liver
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 5625, "glass" = 1000)
+ materials = list(MAT_STEEL = 5625, MAT_GLASS = 1000)
// req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2)
/datum/design/item/prosfab/pros/internal/kidneys
@@ -250,7 +250,7 @@
id = "pros_kidney"
build_path = /obj/item/organ/internal/kidneys
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 5625, "glass" = 1000)
+ materials = list(MAT_STEEL = 5625, MAT_GLASS = 1000)
// req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2)
/datum/design/item/prosfab/pros/internal/spleen
@@ -258,7 +258,7 @@
id = "pros_spleen"
build_path = /obj/item/organ/internal/spleen
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 3000, MAT_GLASS = 750)
+ materials = list(MAT_STEEL = 3000, MAT_GLASS = 750)
// req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2)
/datum/design/item/prosfab/pros/internal/larynx
@@ -266,62 +266,62 @@
id = "pros_larynx"
build_path = /obj/item/organ/internal/voicebox
time = 15
- materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_GLASS = 750, MAT_PLASTIC = 500)
+ materials = list(MAT_STEEL = 2000, MAT_GLASS = 750, MAT_PLASTIC = 500)
//////////////////// Cyborg Parts ////////////////////
/datum/design/item/prosfab/cyborg
category = list("Cyborg Parts")
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 3750)
+ materials = list(MAT_STEEL = 3750)
/datum/design/item/prosfab/cyborg/exoskeleton
name = "Robot Exoskeleton"
id = "robot_exoskeleton"
build_path = /obj/item/robot_parts/robot_suit
time = 50
- materials = list(DEFAULT_WALL_MATERIAL = 37500)
+ materials = list(MAT_STEEL = 37500)
/datum/design/item/prosfab/cyborg/torso
name = "Robot Torso"
id = "robot_torso"
build_path = /obj/item/robot_parts/chest
time = 35
- materials = list(DEFAULT_WALL_MATERIAL = 30000)
+ materials = list(MAT_STEEL = 30000)
/datum/design/item/prosfab/cyborg/head
name = "Robot Head"
id = "robot_head"
build_path = /obj/item/robot_parts/head
time = 35
- materials = list(DEFAULT_WALL_MATERIAL = 18750)
+ materials = list(MAT_STEEL = 18750)
/datum/design/item/prosfab/cyborg/l_arm
name = "Robot Left Arm"
id = "robot_l_arm"
build_path = /obj/item/robot_parts/l_arm
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 13500)
+ materials = list(MAT_STEEL = 13500)
/datum/design/item/prosfab/cyborg/r_arm
name = "Robot Right Arm"
id = "robot_r_arm"
build_path = /obj/item/robot_parts/r_arm
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 13500)
+ materials = list(MAT_STEEL = 13500)
/datum/design/item/prosfab/cyborg/l_leg
name = "Robot Left Leg"
id = "robot_l_leg"
build_path = /obj/item/robot_parts/l_leg
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 11250)
+ materials = list(MAT_STEEL = 11250)
/datum/design/item/prosfab/cyborg/r_leg
name = "Robot Right Leg"
id = "robot_r_leg"
build_path = /obj/item/robot_parts/r_leg
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 11250)
+ materials = list(MAT_STEEL = 11250)
//////////////////// Cyborg Internals ////////////////////
@@ -329,7 +329,7 @@
category = list("Cyborg Internals")
build_type = PROSFAB
time = 12
- materials = list(DEFAULT_WALL_MATERIAL = 7500)
+ materials = list(MAT_STEEL = 7500)
/datum/design/item/prosfab/cyborg/component/binary_communication_device
name = "Binary Communication Device"
@@ -376,7 +376,7 @@
category = list("Cyborg Modules")
build_type = PROSFAB
time = 12
- materials = list(DEFAULT_WALL_MATERIAL = 7500)
+ materials = list(MAT_STEEL = 7500)
/datum/design/item/prosfab/robot_upgrade/rename
name = "Rename Module"
@@ -394,35 +394,35 @@
name = "Emergency Restart Module"
desc = "Used to force a restart of a disabled-but-repaired robot, bringing it back online."
id = "borg_restart_module"
- materials = list(DEFAULT_WALL_MATERIAL = 45000, "glass" = 3750)
+ materials = list(MAT_STEEL = 45000, MAT_GLASS = 3750)
build_path = /obj/item/borg/upgrade/restart
/datum/design/item/prosfab/robot_upgrade/vtec
name = "VTEC Module"
desc = "Used to kick in a robot's VTEC systems, increasing their speed."
id = "borg_vtec_module"
- materials = list(DEFAULT_WALL_MATERIAL = 60000, "glass" = 4500, "gold" = 3750)
+ materials = list(MAT_STEEL = 60000, MAT_GLASS = 4500, MAT_GOLD = 3750)
build_path = /obj/item/borg/upgrade/vtec
/datum/design/item/prosfab/robot_upgrade/tasercooler
name = "Rapid Taser Cooling Module"
desc = "Used to cool a mounted taser, increasing the potential current in it and thus its recharge rate."
id = "borg_taser_module"
- materials = list(DEFAULT_WALL_MATERIAL = 60000, "glass" = 4500, "gold" = 1500, "diamond" = 375)
+ materials = list(MAT_STEEL = 60000, MAT_GLASS = 4500, MAT_GOLD = 1500, MAT_DIAMOND = 375)
build_path = /obj/item/borg/upgrade/tasercooler
/datum/design/item/prosfab/robot_upgrade/jetpack
name = "Jetpack Module"
desc = "A carbon dioxide jetpack suitable for low-gravity mining operations."
id = "borg_jetpack_module"
- materials = list(DEFAULT_WALL_MATERIAL = 7500, "phoron" = 11250, "uranium" = 15000)
+ materials = list(MAT_STEEL = 7500, MAT_PHORON = 11250, MAT_URANIUM = 15000)
build_path = /obj/item/borg/upgrade/jetpack
/datum/design/item/prosfab/robot_upgrade/advhealth
name = "Advanced Health Analyzer Module"
desc = "An advanced health analyzer suitable for diagnosing more serious injuries."
id = "borg_advhealth_module"
- materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 6500, "diamond" = 350)
+ materials = list(MAT_STEEL = 10000, MAT_GLASS = 6500, MAT_DIAMOND = 350)
build_path = /obj/item/borg/upgrade/advhealth
/datum/design/item/prosfab/robot_upgrade/syndicate
@@ -430,7 +430,7 @@
desc = "Allows for the construction of lethal upgrades for cyborgs."
id = "borg_syndicate_module"
req_tech = list(TECH_COMBAT = 4, TECH_ILLEGAL = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 7500, "glass" = 11250, "diamond" = 7500)
+ materials = list(MAT_STEEL = 7500, MAT_GLASS = 11250, MAT_DIAMOND = 7500)
build_path = /obj/item/borg/upgrade/syndicate
/datum/design/item/prosfab/robot_upgrade/language
@@ -438,7 +438,7 @@
desc = "Used to let cyborgs other than clerical or service speak a variety of languages."
id = "borg_language_module"
req_tech = list(TECH_DATA = 6, TECH_MATERIAL = 6)
- materials = list(DEFAULT_WALL_MATERIAL = 25000, "glass" = 3000, "gold" = 350)
+ materials = list(MAT_STEEL = 25000, MAT_GLASS = 3000, MAT_GOLD = 350)
build_path = /obj/item/borg/upgrade/language
// Synthmorph Bags.
@@ -447,42 +447,42 @@
name = "Synthmorph Storage Bag"
desc = "Used to store or slowly defragment an FBP."
id = "misc_synth_bag"
- materials = list(DEFAULT_WALL_MATERIAL = 250, "glass" = 250, "plastic" = 2000)
+ materials = list(MAT_STEEL = 250, MAT_GLASS = 250, MAT_PLASTIC = 2000)
build_path = /obj/item/bodybag/cryobag/robobag
/datum/design/item/prosfab/badge_nt
name = "NanoTrasen Tag"
desc = "Used to identify an empty NanoTrasen FBP."
id = "misc_synth_bag_tag_nt"
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000)
+ materials = list(MAT_STEEL = 1000, MAT_GLASS = 500, MAT_PLASTIC = 1000)
build_path = /obj/item/clothing/accessory/badge/corporate_tag
/datum/design/item/prosfab/badge_morph
name = "Morpheus Tag"
desc = "Used to identify an empty Morpheus FBP."
id = "misc_synth_bag_tag_morph"
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000)
+ materials = list(MAT_STEEL = 1000, MAT_GLASS = 500, MAT_PLASTIC = 1000)
build_path = /obj/item/clothing/accessory/badge/corporate_tag/morpheus
/datum/design/item/prosfab/badge_wardtaka
name = "Ward-Takahashi Tag"
desc = "Used to identify an empty Ward-Takahashi FBP."
id = "misc_synth_bag_tag_wardtaka"
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000)
+ materials = list(MAT_STEEL = 1000, MAT_GLASS = 500, MAT_PLASTIC = 1000)
build_path = /obj/item/clothing/accessory/badge/corporate_tag/wardtaka
/datum/design/item/prosfab/badge_zenghu
name = "Zeng-Hu Tag"
desc = "Used to identify an empty Zeng-Hu FBP."
id = "misc_synth_bag_tag_zenghu"
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000)
+ materials = list(MAT_STEEL = 1000, MAT_GLASS = 500, MAT_PLASTIC = 1000)
build_path = /obj/item/clothing/accessory/badge/corporate_tag/zenghu
/datum/design/item/prosfab/badge_gilthari
name = "Gilthari Tag"
desc = "Used to identify an empty Gilthari FBP."
id = "misc_synth_bag_tag_gilthari"
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "gold" = 1000)
+ materials = list(MAT_STEEL = 1000, MAT_GLASS = 500, MAT_GOLD = 1000)
build_path = /obj/item/clothing/accessory/badge/corporate_tag/gilthari
req_tech = list(TECH_MATERIAL = 4, TECH_ILLEGAL = 2, TECH_PHORON = 2)
@@ -490,7 +490,7 @@
name = "Vey-Medical Tag"
desc = "Used to identify an empty Vey-Medical FBP."
id = "misc_synth_bag_tag_veymed"
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000)
+ materials = list(MAT_STEEL = 1000, MAT_GLASS = 500, MAT_PLASTIC = 1000)
build_path = /obj/item/clothing/accessory/badge/corporate_tag/veymed
req_tech = list(TECH_MATERIAL = 3, TECH_ILLEGAL = 1, TECH_BIO = 4)
@@ -498,26 +498,26 @@
name = "Hephaestus Tag"
desc = "Used to identify an empty Hephaestus FBP."
id = "misc_synth_bag_tag_heph"
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000)
+ materials = list(MAT_STEEL = 1000, MAT_GLASS = 500, MAT_PLASTIC = 1000)
build_path = /obj/item/clothing/accessory/badge/corporate_tag/hephaestus
/datum/design/item/prosfab/badge_grayson
name = "Grayson Tag"
desc = "Used to identify an empty Grayson FBP."
id = "misc_synth_bag_tag_grayson"
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000)
+ materials = list(MAT_STEEL = 1000, MAT_GLASS = 500, MAT_PLASTIC = 1000)
build_path = /obj/item/clothing/accessory/badge/corporate_tag/grayson
/datum/design/item/prosfab/badge_xion
name = "Xion Tag"
desc = "Used to identify an empty Xion FBP."
id = "misc_synth_bag_tag_xion"
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000)
+ materials = list(MAT_STEEL = 1000, MAT_GLASS = 500, MAT_PLASTIC = 1000)
build_path = /obj/item/clothing/accessory/badge/corporate_tag/xion
/datum/design/item/prosfab/badge_bishop
name = "Bishop Tag"
desc = "Used to identify an empty Bishop FBP."
id = "misc_synth_bag_tag_bishop"
- materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 2000, "plastic" = 500)
+ materials = list(MAT_STEEL = 500, MAT_GLASS = 2000, MAT_PLASTIC = 500)
build_path = /obj/item/clothing/accessory/badge/corporate_tag/bishop
diff --git a/code/modules/research/prosfab_designs_vr.dm b/code/modules/research/prosfab_designs_vr.dm
index b425b3964a..67a4abe412 100644
--- a/code/modules/research/prosfab_designs_vr.dm
+++ b/code/modules/research/prosfab_designs_vr.dm
@@ -4,12 +4,12 @@
name = "Size Alteration Module"
id = "borg_sizeshift_module"
req_tech = list(TECH_BLUESPACE = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000)
+ materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000)
build_path = /obj/item/borg/upgrade/sizeshift
/datum/design/item/prosfab/robot_upgrade/bellysizeupgrade
name = "Robohound Capacity Expansion Module"
id = "borg_hound_capacity_module"
req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000)
+ materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000)
build_path = /obj/item/borg/upgrade/bellysizeupgrade
\ No newline at end of file
diff --git a/code/modules/research/protolathe.dm b/code/modules/research/protolathe.dm
index 35e804c30e..11c44f3e15 100644
--- a/code/modules/research/protolathe.dm
+++ b/code/modules/research/protolathe.dm
@@ -17,18 +17,18 @@
//VOREStation Edit - Broke this into lines
materials = list(
- DEFAULT_WALL_MATERIAL = 0,
- "glass" = 0,
+ MAT_STEEL = 0,
+ MAT_GLASS = 0,
MAT_PLASTEEL = 0,
- "plastic" = 0,
+ MAT_PLASTIC = 0,
MAT_GRAPHITE = 0,
- "gold" = 0,
- "silver" = 0,
- "osmium" = 0,
+ MAT_GOLD = 0,
+ MAT_SILVER = 0,
+ MAT_OSMIUM = 0,
MAT_LEAD = 0,
- "phoron" = 0,
- "uranium" = 0,
- "diamond" = 0,
+ MAT_PHORON = 0,
+ MAT_URANIUM = 0,
+ MAT_DIAMOND = 0,
MAT_DURASTEEL = 0,
MAT_VERDANTIUM = 0,
MAT_MORPHIUM = 0,
diff --git a/code/modules/research/research.dm b/code/modules/research/research.dm
index b3f5013ffd..e8ad090e10 100644
--- a/code/modules/research/research.dm
+++ b/code/modules/research/research.dm
@@ -207,7 +207,7 @@ GLOBAL_LIST_INIT(design_datums, list())
item_state = "card-id"
randpixel = 5
w_class = ITEMSIZE_SMALL
- matter = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10)
+ matter = list(MAT_STEEL = 30, MAT_GLASS = 10)
var/datum/tech/stored
/obj/item/weapon/disk/tech_disk/New()
@@ -221,7 +221,7 @@ GLOBAL_LIST_INIT(design_datums, list())
item_state = "card-id"
randpixel = 5
w_class = ITEMSIZE_SMALL
- matter = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10)
+ matter = list(MAT_STEEL = 30, MAT_GLASS = 10)
var/datum/design/blueprint
/obj/item/weapon/disk/design_disk/New()
diff --git a/code/modules/research/teleport_vr.dm b/code/modules/research/teleport_vr.dm
index 5437e96bdd..30270d4927 100644
--- a/code/modules/research/teleport_vr.dm
+++ b/code/modules/research/teleport_vr.dm
@@ -10,7 +10,7 @@
name = "Personal translocator"
id = "translocator"
req_tech = list(TECH_MAGNET = 5, TECH_BLUESPACE = 5, TECH_ILLEGAL = 6)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 2000, "uranium" = 4000, "diamond" = 2000)
+ materials = list(MAT_STEEL = 4000, MAT_GLASS = 2000, MAT_URANIUM = 4000, MAT_DIAMOND = 2000)
build_path = /obj/item/device/perfect_tele
sort_string = "PAAAA"
@@ -18,6 +18,6 @@
name = "Artificial Bluespace Crystal"
id = "bluespace_crystal"
req_tech = list(TECH_BLUESPACE = 3, TECH_PHORON = 4)
- materials = list("diamond" = 1500, "phoron" = 1500)
+ materials = list(MAT_DIAMOND = 1500, MAT_PHORON = 1500)
build_path = /obj/item/weapon/ore/bluespace_crystal/artificial
sort_string = "PAAAB"
\ No newline at end of file
diff --git a/code/modules/resleeving/computers.dm b/code/modules/resleeving/computers.dm
index 5b85417c40..9f8d340cb6 100644
--- a/code/modules/resleeving/computers.dm
+++ b/code/modules/resleeving/computers.dm
@@ -162,8 +162,8 @@
"spod" = "\ref[spod]",
"name" = sanitize(capitalize(spod.name)),
"busy" = spod.busy,
- "steel" = spod.stored_material[DEFAULT_WALL_MATERIAL],
- "glass" = spod.stored_material["glass"]
+ "steel" = spod.stored_material[MAT_STEEL],
+ "glass" = spod.stored_material[MAT_GLASS]
)))
data["spods"] = temppods.Copy()
temppods.Cut()
@@ -289,8 +289,8 @@
return
//Not enough steel or glass
- else if(spod.stored_material[DEFAULT_WALL_MATERIAL] < spod.body_cost)
- set_temp("Error: Not enough [DEFAULT_WALL_MATERIAL] in SynthFab.", "danger")
+ else if(spod.stored_material[MAT_STEEL] < spod.body_cost)
+ set_temp("Error: Not enough [MAT_STEEL] in SynthFab.", "danger")
return
else if(spod.stored_material["glass"] < spod.body_cost)
set_temp("Error: Not enough glass in SynthFab.", "danger")
diff --git a/code/modules/resleeving/implant.dm b/code/modules/resleeving/implant.dm
index 86dfa603aa..fa0a1e40d6 100644
--- a/code/modules/resleeving/implant.dm
+++ b/code/modules/resleeving/implant.dm
@@ -62,7 +62,7 @@
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_SMALL
- matter = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 2000)
+ matter = list(MAT_STEEL = 2000, MAT_GLASS = 2000)
var/list/obj/item/weapon/implant/backup/imps = list()
var/max_implants = 4 //Iconstates need to exist due to the update proc!
diff --git a/code/modules/resleeving/machines.dm b/code/modules/resleeving/machines.dm
index d0e39c920d..ade23c1dfc 100644
--- a/code/modules/resleeving/machines.dm
+++ b/code/modules/resleeving/machines.dm
@@ -200,7 +200,7 @@
density = 1
anchored = 1
- var/list/stored_material = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 30000)
+ var/list/stored_material = list(MAT_STEEL = 30000, MAT_GLASS = 30000)
var/connected //What console it's done up with
var/busy = 0 //Busy cloning
var/body_cost = 15000 //Cost of a cloned body (metal and glass ea.)
@@ -261,7 +261,7 @@
if(!istype(BR) || busy)
return 0
- if(stored_material[DEFAULT_WALL_MATERIAL] < body_cost || stored_material["glass"] < body_cost)
+ if(stored_material[MAT_STEEL] < body_cost || stored_material["glass"] < body_cost)
return 0
current_project = BR
@@ -356,7 +356,7 @@
H.loc = get_turf(src)
//Machine specific stuff at the end
- stored_material[DEFAULT_WALL_MATERIAL] -= body_cost
+ stored_material[MAT_STEEL] -= body_cost
stored_material["glass"] -= body_cost
busy = 0
update_icon()
diff --git a/code/modules/resleeving/sleevecard.dm b/code/modules/resleeving/sleevecard.dm
index 60ee622e24..ab59d8baed 100644
--- a/code/modules/resleeving/sleevecard.dm
+++ b/code/modules/resleeving/sleevecard.dm
@@ -23,7 +23,7 @@
var/mob/living/silicon/infomorph/infomorph
var/current_emotion = 1
- matter = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000)
+ matter = list(MAT_STEEL = 4000, MAT_GLASS = 4000)
/obj/item/device/sleevecard/relaymove(var/mob/user, var/direction)
if(user.stat || user.stunned)
diff --git a/code/modules/tables/presets.dm b/code/modules/tables/presets.dm
index 93b9de593b..e5ebae70fd 100644
--- a/code/modules/tables/presets.dm
+++ b/code/modules/tables/presets.dm
@@ -12,7 +12,7 @@
color = "#666666"
/obj/structure/table/steel/New()
- material = get_material_by_name(DEFAULT_WALL_MATERIAL)
+ material = get_material_by_name(MAT_STEEL)
..()
/obj/structure/table/marble
@@ -29,7 +29,7 @@
/obj/structure/table/reinforced/New()
material = get_material_by_name(DEFAULT_TABLE_MATERIAL)
- reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL)
+ reinforced = get_material_by_name(MAT_STEEL)
..()
/obj/structure/table/steel_reinforced
@@ -37,8 +37,8 @@
color = "#666666"
/obj/structure/table/steel_reinforced/New()
- material = get_material_by_name(DEFAULT_WALL_MATERIAL)
- reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL)
+ material = get_material_by_name(MAT_STEEL)
+ reinforced = get_material_by_name(MAT_STEEL)
..()
/obj/structure/table/wooden_reinforced
@@ -47,7 +47,7 @@
/obj/structure/table/wooden_reinforced/New()
material = get_material_by_name("wood")
- reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL)
+ reinforced = get_material_by_name(MAT_STEEL)
..()
/obj/structure/table/woodentable
@@ -72,7 +72,7 @@
/obj/structure/table/sifwooden_reinforced/New()
material = get_material_by_name("alien wood")
- reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL)
+ reinforced = get_material_by_name(MAT_STEEL)
..()
/obj/structure/table/gamblingtable
@@ -147,7 +147,7 @@
color = "#666666"
/obj/structure/table/bench/steel/New()
- material = get_material_by_name(DEFAULT_WALL_MATERIAL)
+ material = get_material_by_name(MAT_STEEL)
..()
@@ -165,7 +165,7 @@
/obj/structure/table/bench/reinforced/New()
material = get_material_by_name(DEFAULT_TABLE_MATERIAL)
- reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL)
+ reinforced = get_material_by_name(MAT_STEEL)
..()
/obj/structure/table/bench/steel_reinforced
@@ -173,8 +173,8 @@
color = "#666666"
/obj/structure/table/bench/steel_reinforced/New()
- material = get_material_by_name(DEFAULT_WALL_MATERIAL)
- reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL)
+ material = get_material_by_name(MAT_STEEL)
+ reinforced = get_material_by_name(MAT_STEEL)
..()
/obj/structure/table/bench/wooden_reinforced
@@ -183,7 +183,7 @@
/obj/structure/table/bench/wooden_reinforced/New()
material = get_material_by_name("wood")
- reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL)
+ reinforced = get_material_by_name(MAT_STEEL)
..()
*/
/obj/structure/table/bench/wooden
@@ -210,7 +210,7 @@
icon_state = "padded_preview"
/obj/structure/table/bench/padded/New()
- material = get_material_by_name(DEFAULT_WALL_MATERIAL)
+ material = get_material_by_name(MAT_STEEL)
carpeted = 1
..()
diff --git a/code/modules/tables/rack_vr.dm b/code/modules/tables/rack_vr.dm
index 23acc40a25..137dc32fd0 100644
--- a/code/modules/tables/rack_vr.dm
+++ b/code/modules/tables/rack_vr.dm
@@ -2,7 +2,7 @@
color = "#666666"
/obj/structure/table/rack/steel/New()
- material = get_material_by_name(DEFAULT_WALL_MATERIAL)
+ material = get_material_by_name(MAT_STEEL)
..()
/obj/structure/table/rack/shelf
@@ -15,5 +15,5 @@
color = "#666666"
/obj/structure/table/rack/shelf/steel/New()
- material = get_material_by_name(DEFAULT_WALL_MATERIAL)
+ material = get_material_by_name(MAT_STEEL)
..()
diff --git a/code/modules/tables/tables.dm b/code/modules/tables/tables.dm
index 8f6a2e5278..7111cd52d7 100644
--- a/code/modules/tables/tables.dm
+++ b/code/modules/tables/tables.dm
@@ -322,7 +322,7 @@ var/list/table_icon_cache = list()
if(full_return || prob(20))
new /obj/item/stack/material/steel(src.loc)
else
- var/datum/material/M = get_material_by_name(DEFAULT_WALL_MATERIAL)
+ var/datum/material/M = get_material_by_name(MAT_STEEL)
S = M.place_shard(loc)
if(S) shards += S
qdel(src)
diff --git a/code/modules/vore/eating/living_vr.dm b/code/modules/vore/eating/living_vr.dm
index 503f76d566..b52e56392d 100644
--- a/code/modules/vore/eating/living_vr.dm
+++ b/code/modules/vore/eating/living_vr.dm
@@ -768,17 +768,17 @@
//List in list, define by material property of ore in code/mining/modules/ore.dm.
//50 nutrition = 5 ore to get 250 nutrition. 250 is the beginning of the 'well fed' range.
var/list/rock_munch = list(
- "uranium" = list("nutrition" = 30, "remark" = "Crunching [O] in your jaws almost makes you wince, a horribly tangy and sour flavour radiating through your mouth. It goes down all the same.", "WTF" = FALSE),
+ MAT_URANIUM = list("nutrition" = 30, "remark" = "Crunching [O] in your jaws almost makes you wince, a horribly tangy and sour flavour radiating through your mouth. It goes down all the same.", "WTF" = FALSE),
"hematite" = list("nutrition" = 15, "remark" = "The familiar texture and taste of [O] does the job but leaves little to the imagination and hardly sates your appetite.", "WTF" = FALSE),
"carbon" = list("nutrition" = 15, "remark" = "Utterly bitter, crunching down on [O] only makes you long for better things. But a snack's a snack...", "WTF" = FALSE),
"marble" = list("nutrition" = 40, "remark" = "A fitting dessert, the sweet and savoury [O] lingers on the palate and satisfies your hunger.", "WTF" = FALSE),
"sand" = list("nutrition" = 0, "remark" = "You crunch on [O] but its texture is almost gag-inducing. Stifling a cough, you somehow manage to swallow both [O] and your regrets.", "WTF" = FALSE),
- "phoron" = list("nutrition" = 30, "remark" = "Crunching [O] to dust between your jaw you find pleasant, comforting warmth filling your mouth that briefly spreads down the throat to your chest as you swallow.", "WTF" = FALSE),
- "silver" = list("nutrition" = 40, "remark" = "[O] tastes quite nice indeed as you munch on it. A little tarnished, but that's just fine aging.", "WTF" = FALSE),
- "gold" = list("nutrition" = 40, "remark" = "You taste supreme richness that exceeds expectations and satisfies your hunger.", "WTF" = FALSE),
- "diamond" = list("nutrition" = 50, "remark" = "The heavenly taste of [O] almost brings a tear to your eye. Its glimmering gloriousness is even better on the tongue than you imagined, so you savour it fondly.", "WTF" = FALSE),
+ MAT_PHORON = list("nutrition" = 30, "remark" = "Crunching [O] to dust between your jaw you find pleasant, comforting warmth filling your mouth that briefly spreads down the throat to your chest as you swallow.", "WTF" = FALSE),
+ MAT_SILVER = list("nutrition" = 40, "remark" = "[O] tastes quite nice indeed as you munch on it. A little tarnished, but that's just fine aging.", "WTF" = FALSE),
+ MAT_GOLD = list("nutrition" = 40, "remark" = "You taste supreme richness that exceeds expectations and satisfies your hunger.", "WTF" = FALSE),
+ MAT_DIAMOND = list("nutrition" = 50, "remark" = "The heavenly taste of [O] almost brings a tear to your eye. Its glimmering gloriousness is even better on the tongue than you imagined, so you savour it fondly.", "WTF" = FALSE),
"platinum" = list("nutrition" = 40, "remark" = "A bit tangy but elegantly balanced with a long faintly sour finish. Delectable.", "WTF" = FALSE),
- "mhydrogen" = list("nutrition" = 30, "remark" = "Quite sweet on the tongue, you savour the light and easy to chew [O], finishing it quickly.", "WTF" = FALSE),
+ MAT_METALHYDROGEN = list("nutrition" = 30, "remark" = "Quite sweet on the tongue, you savour the light and easy to chew [O], finishing it quickly.", "WTF" = FALSE),
"rutile" = list("nutrition" = 50, "remark" = "A little... angular, you savour the light but chewy [O], finishing it quickly.", "WTF" = FALSE),
MAT_VERDANTIUM = list("nutrition" = 50, "remark" = "You taste scientific mystery and a rare delicacy. Your tastebuds tingle pleasantly as you eat [O] and the feeling warmly blossoms in your chest for a moment.", "WTF" = FALSE),
MAT_LEAD = list("nutrition" = 40, "remark" = "It takes some work to break down [O] but you manage it, unlocking lasting tangy goodness in the process. Yum.", "WTF" = FALSE)
@@ -794,29 +794,29 @@
else if(istype(I, /obj/item/stack/material)) //The equivalent of a cooked meal I guess. Stuff that is compressed during refinement has had nutrition bumped up by 5.
var/obj/item/stack/material/O = I
var/list/refined_taste = list(
- "uranium" = list("nutrition" = 30, "remark" = "Crunching [O] in your jaws almost makes you wince, a horribly tangy and sour flavour radiating through your mouth. It goes down all the same.", "WTF" = FALSE),
- "diamond" = list("nutrition" = 55, "remark" = "After significant effort to crumble the gem, you unlock heavenly flavour that almost brings a tear to your eye. Its glimmering gloriousness is even better on the tongue than you imagined, so you savour it fondly.", "WTF" = FALSE),
- "gold" = list("nutrition" = 40, "remark" = "You taste supreme richness that exceeds expectations and satisfies your hunger.", "WTF" = FALSE),
- "silver" = list("nutrition" = 40, "remark" = "[O] tastes quite nice indeed as you munch on it. A little tarnished, but that's just fine aging.", "WTF" = FALSE),
- "phoron" = list("nutrition" = 35, "remark" = "Crunching [O] to dust between your jaw you find pleasant, comforting warmth filling your mouth that briefly spreads down the throat to your chest as you swallow.", "WTF" = FALSE),
- "sandstone" = list("nutrition" = 0, "remark" = "You crumble [O] easily in your jaws but its texture is almost gag-inducing. Stifling a cough, you somehow manage to swallow both [O] and your regrets.", "WTF" = FALSE),
- "marble" = list("nutrition" = 40, "remark" = "A fitting dessert, the sweet and savoury [O] lingers on the palate and satisfies your hunger.", "WTF" = FALSE),
- DEFAULT_WALL_MATERIAL = list("nutrition" = 20, "remark" = "Rending the [O] apart with ease, you briefly enjoy a classic but unremarkable taste. You need something more substantial.", "WTF" = FALSE),
- "plasteel" = list("nutrition" = 40, "remark" = "The elegant taste of a fine richly-augmented alloy, chewing away on [O] yields lasting and satisfying flavour with a traditional metallic tang.", "WTF" = FALSE),
- "durasteel" = list("nutrition" = 65, "remark" = "After much grinding the [O] eventually yields a sublime rush of flavours dominated by glorious diamond, further improved by the rich balance platinum and tang carbonic steel both bring to the mix: A supremely full bodied and savoury experience.", "WTF" = FALSE),
+ MAT_URANIUM = list("nutrition" = 30, "remark" = "Crunching [O] in your jaws almost makes you wince, a horribly tangy and sour flavour radiating through your mouth. It goes down all the same.", "WTF" = FALSE),
+ MAT_DIAMOND = list("nutrition" = 55, "remark" = "After significant effort to crumble the gem, you unlock heavenly flavour that almost brings a tear to your eye. Its glimmering gloriousness is even better on the tongue than you imagined, so you savour it fondly.", "WTF" = FALSE),
+ MAT_GOLD = list("nutrition" = 40, "remark" = "You taste supreme richness that exceeds expectations and satisfies your hunger.", "WTF" = FALSE),
+ MAT_SILVER = list("nutrition" = 40, "remark" = "[O] tastes quite nice indeed as you munch on it. A little tarnished, but that's just fine aging.", "WTF" = FALSE),
+ MAT_PHORON = list("nutrition" = 35, "remark" = "Crunching [O] to dust between your jaw you find pleasant, comforting warmth filling your mouth that briefly spreads down the throat to your chest as you swallow.", "WTF" = FALSE),
+ MAT_SANDSTONE = list("nutrition" = 0, "remark" = "You crumble [O] easily in your jaws but its texture is almost gag-inducing. Stifling a cough, you somehow manage to swallow both [O] and your regrets.", "WTF" = FALSE),
+ MAT_MARBLE = list("nutrition" = 40, "remark" = "A fitting dessert, the sweet and savoury [O] lingers on the palate and satisfies your hunger.", "WTF" = FALSE),
+ MAT_STEEL = list("nutrition" = 20, "remark" = "Rending the [O] apart with ease, you briefly enjoy a classic but unremarkable taste. You need something more substantial.", "WTF" = FALSE),
+ MAT_PLASTEEL = list("nutrition" = 40, "remark" = "The elegant taste of a fine richly-augmented alloy, chewing away on [O] yields lasting and satisfying flavour with a traditional metallic tang.", "WTF" = FALSE),
+ MAT_DURASTEEL = list("nutrition" = 65, "remark" = "After much grinding the [O] eventually yields a sublime rush of flavours dominated by glorious diamond, further improved by the rich balance platinum and tang carbonic steel both bring to the mix: A supremely full bodied and savoury experience.", "WTF" = FALSE),
MAT_TITANIUM = list("nutrition" = 45, "remark" = "The trademark bite and density of [O], somehow light on the palate with a refreshing coolness that lasts. Much improved with refinement, it certainly hits the spot.", "WTF" = FALSE),
MAT_TITANIUMGLASS = list("nutrition" = 20, "remark" = "Grinding [O] down with a satisfying crunch, you quickly feel a cool and refreshing rush of flavour. It almost makes you even hungrier...", "WTF" = FALSE),
MAT_PLASTITANIUM = list("nutrition" = 60, "remark" = "A glorious marriage of richness and mildly sour with cool refreshing finish. [O] practically begs to be savoured, lingering on the palate long enough to tempt another bite.", "WTF" = FALSE),
MAT_PLASTITANIUMGLASS = list("nutrition" = 25, "remark" = "After some work, you grind [O] down with a satisfying crunch to unleash a sublime mixture of mildly sour richness and cooling refreshment. It readily entices you for another bite.", "WTF" = FALSE),
- "glass" = list("nutrition" = 0, "remark" = "All crunch and nothing more, you effortlessly grind [O] down to find it only wets your appetite and dries the throat.", "WTF" = FALSE),
+ MAT_GLASS = list("nutrition" = 0, "remark" = "All crunch and nothing more, you effortlessly grind [O] down to find it only wets your appetite and dries the throat.", "WTF" = FALSE),
"rglass" = list("nutrition" = 5, "remark" = "With a satisfying crunch, you grind [O] down with ease. It is barely palatable with a subtle metallic tang.", "WTF" = FALSE),
- "borosilicate glass" = list("nutrition" = 10, "remark" = "With a satisfying crunch, you grind [O] down with ease and find it somewhat palatable due to a subtle but familiar rush of phoronic warmth.", "WTF" = FALSE),
+ MAT_BOROSILICATE = list("nutrition" = 10, "remark" = "With a satisfying crunch, you grind [O] down with ease and find it somewhat palatable due to a subtle but familiar rush of phoronic warmth.", "WTF" = FALSE),
"reinforced borosilicate glass" = list("nutrition" = 15, "remark" = "With a satisfying crunch, you grind [O] down. It is quite palatable due to a subtle metallic tang and familiar rush of phoronic warmth.", "WTF" = FALSE),
MAT_GRAPHITE = list("nutrition" = 30, "remark" = "Satisfyingly metallic with a mildly savoury tartness, you chew [O] until its flavour is no more but are left longing for another.", "WTF" = FALSE),
- "osmium" = list("nutrition" = 45, "remark" = "Successive bites serve to almost chill your palate, a rush of rich and mildly sour flavour unlocked with the grinding of your powerful jaws. Delectable.", "WTF" = FALSE),
- "mhydrogen" = list("nutrition" = 35, "remark" = "Quite sweet on the tongue, you savour the light and easy to chew [O], finishing it quickly.", "WTF" = FALSE),
+ MAT_OSMIUM = list("nutrition" = 45, "remark" = "Successive bites serve to almost chill your palate, a rush of rich and mildly sour flavour unlocked with the grinding of your powerful jaws. Delectable.", "WTF" = FALSE),
+ MAT_METALHYDROGEN = list("nutrition" = 35, "remark" = "Quite sweet on the tongue, you savour the light and easy to chew [O], finishing it quickly.", "WTF" = FALSE),
"platinum" = list("nutrition" = 40, "remark" = "A bit tangy but elegantly balanced with a long faintly sour finish. Delectable.", "WTF" = FALSE),
- "iron" = list("nutrition" = 15, "remark" = "The familiar texture and taste of [O] does the job but leaves little to the imagination and hardly sates your appetite.", "WTF" = FALSE),
+ MAT_IRON = list("nutrition" = 15, "remark" = "The familiar texture and taste of [O] does the job but leaves little to the imagination and hardly sates your appetite.", "WTF" = FALSE),
MAT_LEAD = list("nutrition" = 40, "remark" = "It takes some work to break down [O] but you manage it, unlocking lasting tangy goodness in the process. Yum.", "WTF" = FALSE),
MAT_VERDANTIUM = list("nutrition" = 55, "remark" = "You taste scientific mystery and a rare delicacy. Your tastebuds tingle pleasantly as you eat [O] and the feeling warmly blossoms in your chest for a moment.", "WTF" = FALSE),
MAT_MORPHIUM = list("nutrition" = 75, "remark" = "The question, the answer and the taste: It all floods your mouth and your mind to momentarily overwhelm the senses. What the hell was that? Your mouth and throat are left tingling for a while.", "WTF" = 10),
diff --git a/code/modules/vore/fluffstuff/custom_items_vr.dm b/code/modules/vore/fluffstuff/custom_items_vr.dm
index 19dcd73863..9eba770312 100644
--- a/code/modules/vore/fluffstuff/custom_items_vr.dm
+++ b/code/modules/vore/fluffstuff/custom_items_vr.dm
@@ -626,7 +626,7 @@
force = 5.0
throwforce = 7.0
w_class = ITEMSIZE_SMALL
- matter = list(DEFAULT_WALL_MATERIAL = 50)
+ matter = list(MAT_STEEL = 50)
attack_verb = list("bludgeoned", "whacked", "disciplined", "thrashed")
/obj/item/weapon/cane/fluff/tasald
@@ -645,7 +645,7 @@
force = 1.0
throwforce = 2.0
w_class = ITEMSIZE_SMALL
- matter = list(DEFAULT_WALL_MATERIAL = 50)
+ matter = list(MAT_STEEL = 50)
attack_verb = list("sparkled", "whacked", "twinkled", "radiated", "dazzled", "zapped")
hitsound = 'sound/weapons/sparkle.ogg'
var/last_use = 0
diff --git a/code/modules/xenoarcheaology/finds/find_spawning.dm b/code/modules/xenoarcheaology/finds/find_spawning.dm
index 2e6dc4de31..59cb611c71 100644
--- a/code/modules/xenoarcheaology/finds/find_spawning.dm
+++ b/code/modules/xenoarcheaology/finds/find_spawning.dm
@@ -22,7 +22,7 @@
if(prob(40))
material_descriptor = pick("rusted ","dusty ","archaic ","fragile ", "damaged", "pristine")
- source_material = pick("cordite","quadrinium",DEFAULT_WALL_MATERIAL,"titanium","aluminium","ferritic-alloy","plasteel","duranium")
+ source_material = pick("cordite","quadrinium","steel","titanium","aluminium","ferritic-alloy","plasteel","duranium")
var/talkative = 0
if(prob(5))
@@ -477,7 +477,7 @@
var/new_boat_mat = pickweight(list(
MAT_WOOD = 100,
MAT_SIFWOOD = 200,
- DEFAULT_WALL_MATERIAL = 60,
+ MAT_STEEL = 60,
MAT_URANIUM = 14,
MAT_MARBLE = 16,
MAT_GOLD = 20,
@@ -583,7 +583,7 @@
if(istype(new_item, /obj/item/weapon/material))
var/new_item_mat = pickweight(list(
- DEFAULT_WALL_MATERIAL = 80,
+ MAT_STEEL = 80,
MAT_WOOD = 20,
MAT_SIFWOOD = 40,
MAT_URANIUM = 14,
@@ -612,7 +612,7 @@
var/decorations = ""
if(apply_material_decorations)
- source_material = pick("cordite","quadrinium",DEFAULT_WALL_MATERIAL,"titanium","aluminium","ferritic-alloy","plasteel","duranium")
+ source_material = pick("cordite","quadrinium","steel","titanium","aluminium","ferritic-alloy","plasteel","duranium")
if(istype(new_item, /obj/item/weapon/material))
var/obj/item/weapon/material/MW = new_item
diff --git a/code/modules/xenoarcheaology/tools/tools.dm b/code/modules/xenoarcheaology/tools/tools.dm
index 2023413f6c..f16eae5458 100644
--- a/code/modules/xenoarcheaology/tools/tools.dm
+++ b/code/modules/xenoarcheaology/tools/tools.dm
@@ -4,7 +4,7 @@
icon = 'icons/obj/xenoarchaeology.dmi'
icon_state = "measuring"
origin_tech = list(TECH_MATERIAL = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 100)
+ matter = list(MAT_STEEL = 100)
w_class = ITEMSIZE_SMALL
/obj/item/weapon/storage/bag/fossils
@@ -37,7 +37,7 @@
icon_state = "flashgun"
item_state = "lampgreen"
origin_tech = list(TECH_BLUESPACE = 3, TECH_MAGNET = 3)
- matter = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 5000)
+ matter = list(MAT_STEEL = 10000,MAT_GLASS = 5000)
w_class = ITEMSIZE_SMALL
slot_flags = SLOT_BELT
@@ -95,7 +95,7 @@
icon_state = "depth_scanner"
item_state = "analyzer"
origin_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2, TECH_BLUESPACE = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 1000)
+ matter = list(MAT_STEEL = 1000,MAT_GLASS = 1000)
w_class = ITEMSIZE_SMALL
slot_flags = SLOT_BELT
var/list/positive_locations = list()
@@ -226,7 +226,7 @@
icon_state = "pinoff" //pinonfar, pinonmedium, pinonclose, pinondirect, pinonnull
item_state = "electronic"
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 2, TECH_BLUESPACE = 3)
- matter = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 500)
+ matter = list(MAT_STEEL = 1000,MAT_GLASS = 500)
var/frequency = PUB_FREQ
var/scan_ticks = 0
var/obj/item/device/radio/target_radio
@@ -325,7 +325,7 @@
item_state = "lampgreen"
icon = 'icons/obj/xenoarchaeology.dmi'
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3, TECH_BLUESPACE = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 5000)
+ matter = list(MAT_STEEL = 10000,MAT_GLASS = 5000)
w_class = ITEMSIZE_SMALL
slot_flags = SLOT_BELT
var/mode = 1 //Start off scanning. 1 = scanning, 0 = measuring