[MIRROR] Industrial Expansion

This commit is contained in:
Chompstation Bot
2021-03-09 21:53:03 +00:00
parent 4dafc3196e
commit b85e9fc4d9
61 changed files with 251392 additions and 215 deletions

View File

@@ -159,6 +159,14 @@
#define MAT_CHITIN "chitin"
#define MAT_CLOTH "cloth"
#define MAT_SYNCLOTH "syncloth"
#define MAT_COPPER "copper"
#define MAT_QUARTZ "quartz"
#define MAT_TIN "tin"
#define MAT_VOPAL "void opal"
#define MAT_ALUMINIUM "aluminium"
#define MAT_BRONZE "bronze"
#define MAT_PAINITE "painite"
#define MAT_BOROSILICATE "borosilicate glass"
#define SHARD_SHARD "shard"
#define SHARD_SHRAPNEL "shrapnel"

View File

@@ -326,6 +326,15 @@
category = list("Arms and Ammunition")
hidden = 1*/
/*
* High Caliber
*/
/datum/category_item/autolathe/arms/rifle_145
name = "14.5mm round (sabot)"
path = /obj/item/ammo_casing/a145/highvel
hidden = 1
///////////////////////////////
/*Ammo clips and Speedloaders*/
///////////////////////////////

View File

@@ -1,6 +1,13 @@
/datum/category_item/autolathe/New()
..()
var/obj/item/I = new path()
var/obj/item/I
if(path)
I = new path()
if(!I) // Something has gone horribly wrong, or right.
log_debug("[name] created an Autolathe design without an assigned path. This is expected for only the Material Sheet generation.")
return
if(I.matter && !resources)
resources = list()
for(var/material in I.matter)
@@ -57,6 +64,42 @@
name = "Tools"
category_item_type = /datum/category_item/autolathe/tools
/datum/category_group/autolathe/materials
name = "Materials"
category_item_type = /datum/category_item/autolathe/materials
/datum/category_group/autolathe/materials/New()
..()
for(var/Name in name_to_material)
var/datum/material/M = name_to_material[Name]
if(!M.stack_type) // Shouldn't happen, but might. Never know.
continue
if(istype(M, /datum/material/alienalloy))
continue
var/obj/item/stack/material/Mat = new M.stack_type()
if(Mat.name in items_by_name)
qdel(Mat)
continue
var/datum/category_item/autolathe/materials/WorkDat = new(src)
WorkDat.name = "[Mat.name]"
WorkDat.resources = Mat.matter.Copy()
WorkDat.is_stack = TRUE
WorkDat.no_scale = TRUE
WorkDat.max_stack = Mat.max_amount
WorkDat.path = M.stack_type
qdel(Mat)
items |= WorkDat
items_by_name[WorkDat.name] = WorkDat
/*******************
* Category entries *
*******************/

View File

@@ -85,44 +85,6 @@
name = "welding mask"
path =/obj/item/clothing/head/welding
/datum/category_item/autolathe/general/metal
name = "steel sheets"
path =/obj/item/stack/material/steel
is_stack = TRUE
no_scale = TRUE //prevents material duplication exploits
/datum/category_item/autolathe/general/glass
name = "glass sheets"
path =/obj/item/stack/material/glass
is_stack = TRUE
no_scale = TRUE //prevents material duplication exploits
/datum/category_item/autolathe/general/rglass
name = "reinforced glass sheets"
path =/obj/item/stack/material/glass/reinforced
is_stack = TRUE
no_scale = TRUE //prevents material duplication exploits
/datum/category_item/autolathe/general/rods
name = "metal rods"
path =/obj/item/stack/rods
is_stack = TRUE
no_scale = TRUE //prevents material duplication exploits
/datum/category_item/autolathe/general/plasteel
name = "plasteel sheets"
path =/obj/item/stack/material/plasteel
is_stack = TRUE
no_scale = TRUE //prevents material duplication exploits
resources = list(MAT_PLASTEEL = 2000)
/datum/category_item/autolathe/general/plastic
name = "plastic sheets"
path =/obj/item/stack/material/plastic
is_stack = TRUE
no_scale = TRUE //prevents material duplication exploits
resources = list(MAT_PLASTIC = 2000)
//TFF 24/12/19 - Let people print more spray bottles if needed.
/datum/category_item/autolathe/general/spraybottle
name = "spray bottle"

View File

@@ -0,0 +1,38 @@
/datum/category_item/autolathe/materials/metal
name = "steel sheets"
path =/obj/item/stack/material/steel
is_stack = TRUE
no_scale = TRUE //prevents material duplication exploits
/datum/category_item/autolathe/materials/glass
name = "glass sheets"
path =/obj/item/stack/material/glass
is_stack = TRUE
no_scale = TRUE //prevents material duplication exploits
/datum/category_item/autolathe/materials/rglass
name = "reinforced glass sheets"
path =/obj/item/stack/material/glass/reinforced
is_stack = TRUE
no_scale = TRUE //prevents material duplication exploits
/datum/category_item/autolathe/materials/rods
name = "metal rods"
path =/obj/item/stack/rods
is_stack = TRUE
no_scale = TRUE //prevents material duplication exploits
/datum/category_item/autolathe/materials/plasteel
name = "plasteel sheets"
path =/obj/item/stack/material/plasteel
is_stack = TRUE
no_scale = TRUE //prevents material duplication exploits
resources = list(MAT_PLASTEEL = 2000)
/datum/category_item/autolathe/materials/plastic
name = "plastic sheets"
path =/obj/item/stack/material/plastic
is_stack = TRUE
no_scale = TRUE //prevents material duplication exploits
resources = list(MAT_PLASTIC = 2000)

View File

@@ -35,6 +35,13 @@
containertype = /obj/structure/closet/crate/grayson
containername = "Plastic sheets crate"
/datum/supply_pack/materials/copper50
name = "50 copper ingots"
contains = list(/obj/fiftyspawner/copper)
cost = 60
containertype = /obj/structure/closet/crate/grayson
containername = "Copper ingots crate"
/datum/supply_pack/materials/cardboard_sheets
contains = list(/obj/fiftyspawner/cardboard)
name = "50 cardboard sheets"

View File

@@ -39,6 +39,14 @@
if(!autolathe_recipes)
autolathe_recipes = new()
wires = new(src)
for(var/Name in name_to_material)
if(Name in stored_material)
continue
stored_material[Name] = 0
storage_capacity[Name] = 0
default_apply_parts()
RefreshParts()
@@ -306,10 +314,9 @@
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
man_rating += M.rating
storage_capacity[DEFAULT_WALL_MATERIAL] = mb_rating * 25000
storage_capacity[MAT_PLASTIC] = mb_rating * 20000
storage_capacity[MAT_PLASTEEL] = mb_rating * 16250
storage_capacity["glass"] = mb_rating * 12500
for(var/mat_name in storage_capacity)
storage_capacity[mat_name] = mb_rating * 25000
build_time = 50 / man_rating
mat_efficiency = 1.1 - man_rating * 0.1// Normally, price is 1.25 the amount of material, so this shouldn't go higher than 0.6. Maximum rating of parts is 5
update_tgui_static_data(usr)

View File

@@ -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(DEFAULT_WALL_MATERIAL = 30,"glass" = 10, MAT_COPPER = 10)
var/video_range = 3
var/obj/machinery/camera/communicator/video_source // Their camera

View File

@@ -6,7 +6,7 @@
item_state = "pen"
var/pointer_icon_state
slot_flags = SLOT_BELT
matter = list("glass" = 500,"metal" = 500)
matter = list("glass" = 500,"metal" = 500, MAT_COPPER = 10)
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

View File

@@ -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(DEFAULT_WALL_MATERIAL = 50,"glass" = 20, MAT_COPPER = 10)
var/mode_index = 1
var/toolmode = MULTITOOL_MODE_STANDARD

View File

@@ -11,7 +11,7 @@
slot_flags = SLOT_BACK
w_class = ITEMSIZE_HUGE
matter = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 2500)
matter = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 2500, MAT_COPPER = 1550)
var/code = 2

View File

@@ -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("glass" = 25, DEFAULT_WALL_MATERIAL = 75, MAT_COPPER = 15)
var/const/FREQ_LISTENING = 1
var/list/internal_channels

View File

@@ -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(DEFAULT_WALL_MATERIAL = 200, MAT_COPPER = 25)
origin_tech = list(TECH_MAGNET = 1, TECH_BIO = 1)
var/mode = 1;
var/advscan = 0

View File

@@ -14,6 +14,8 @@
max_amount = 60
attack_verb = list("hit", "bludgeoned", "whacked")
color = "#666666"
/obj/item/stack/rods/cyborg
name = "metal rod synthesizer"
desc = "A device that makes metal rods."

View File

@@ -23,6 +23,8 @@
drop_sound = 'sound/items/drop/device.ogg'
pickup_sound = 'sound/items/pickup/device.ogg'
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
//Called when the circuitboard is used to contruct a new machine.
/obj/item/weapon/circuitboard/proc/construct(var/obj/machinery/M)
if(istype(M, build_path))

View File

@@ -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(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
/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(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
/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(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
/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(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
/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(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
/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(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
//Alarm
@@ -48,25 +48,25 @@
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(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
/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(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
/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(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
/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(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
//Computer
@@ -74,7 +74,7 @@
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(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
/obj/item/weapon/circuitboard/scanner_console
name = T_BOARD("body scanner console")
@@ -94,7 +94,7 @@
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(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
req_components = list(
/obj/item/weapon/stock_parts/scanning_module = 1,
/obj/item/weapon/stock_parts/motor = 1,
@@ -105,7 +105,7 @@
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(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
req_components = list(
/obj/item/weapon/stock_parts/scanning_module = 1,
/obj/item/weapon/stock_parts/motor = 1,
@@ -116,6 +116,7 @@
name = T_BOARD("conveyor")
build_path = /obj/machinery/conveyor
board_type = new /datum/frame/frame_types/conveyor
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
req_components = list(
/obj/item/weapon/stock_parts/gear = 2,
/obj/item/weapon/stock_parts/motor = 2,
@@ -125,6 +126,7 @@
name = T_BOARD("recharger")
build_path = /obj/machinery/recharger
board_type = new /datum/frame/frame_types/recharger
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
req_components = list(
/obj/item/weapon/stock_parts/capacitor = 1,
/obj/item/stack/cable_coil = 5)
@@ -138,6 +140,7 @@
name = T_BOARD("heavy-duty cell charger")
build_path = /obj/machinery/cell_charger
board_type = new /datum/frame/frame_types/cell_charger
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
req_components = list(
/obj/item/weapon/stock_parts/capacitor = 1,
/obj/item/stack/cable_coil = 5)
@@ -146,7 +149,7 @@
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(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
req_components = list(
/obj/item/weapon/stock_parts/motor = 1,
/obj/item/weapon/stock_parts/gear = 2)
@@ -155,6 +158,7 @@
name = T_BOARD("reagent grinder")
build_path = /obj/machinery/reagentgrinder
board_type = new /datum/frame/frame_types/grinder
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
req_components = list(
/obj/item/weapon/stock_parts/motor = 1,
/obj/item/weapon/stock_parts/gear = 1,
@@ -163,6 +167,7 @@
/obj/item/weapon/circuitboard/distiller
build_path = /obj/machinery/portable_atmospherics/powered/reagent_distillery
board_type = new /datum/frame/frame_types/reagent_distillery
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
req_components = list(
/obj/item/weapon/stock_parts/capacitor = 1,
/obj/item/weapon/stock_parts/micro_laser = 1,
@@ -172,7 +177,14 @@
/obj/item/weapon/circuitboard/teleporter_hub
name = T_BOARD("teleporter hub")
build_path = /obj/machinery/teleport/hub
<<<<<<< HEAD
board_type = new /datum/frame/frame_types/machine //YWEdit makes buildable
||||||| parent of 4e5a8041e8... Merge pull request #9620 from VOREStation/upstream-merge-7811
board_type = "teleporter_hub"
=======
board_type = "teleporter_hub"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_GOLD = 100)
>>>>>>> 4e5a8041e8... Merge pull request #9620 from VOREStation/upstream-merge-7811
// origin_tech = list(TECH_DATA = 2, TECH_BLUESPACE = 4)
//CHOMPedit Balance
req_components = list(
@@ -186,7 +198,14 @@
/obj/item/weapon/circuitboard/teleporter_station
name = T_BOARD("teleporter station")
build_path = /obj/machinery/teleport/station
<<<<<<< HEAD
board_type = new /datum/frame/frame_types/machine //YWEdit makes buildable
||||||| parent of 4e5a8041e8... Merge pull request #9620 from VOREStation/upstream-merge-7811
board_type = "teleporter_station"
=======
board_type = "teleporter_station"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_GOLD = 100)
>>>>>>> 4e5a8041e8... Merge pull request #9620 from VOREStation/upstream-merge-7811
// origin_tech = list(TECH_DATA = 2, TECH_BLUESPACE = 3)
req_components = list(
/obj/item/weapon/stock_parts/console_screen = 1,
@@ -198,6 +217,7 @@
build_path = /obj/machinery/bodyscanner
board_type = new /datum/frame/frame_types/medical_pod
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
req_components = list(
/obj/item/weapon/stock_parts/scanning_module = 3,
/obj/item/stack/material/glass/reinforced = 2)
@@ -206,6 +226,7 @@
name = T_BOARD("sleeper")
build_path = /obj/machinery/sleeper
board_type = new /datum/frame/frame_types/medical_pod
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
req_components = list(
/obj/item/weapon/stock_parts/manipulator = 1,
@@ -218,6 +239,7 @@
name = T_BOARD("VR sleeper")
build_path = /obj/machinery/vr_sleeper
board_type = new /datum/frame/frame_types/medical_pod
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_GOLD = 100)
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
req_components = list(
/obj/item/weapon/stock_parts/scanning_module = 1,
@@ -227,6 +249,7 @@
name = T_BOARD("dna analyzer")
build_path = /obj/machinery/dnaforensics
board_type = new /datum/frame/frame_types/dna_analyzer
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_GOLD = 100)
origin_tech = list(TECH_MAGNET = 4, TECH_BIO = 2, TECH_DATA = 2)
req_components = list(
/obj/item/weapon/stock_parts/scanning_module = 2,
@@ -237,6 +260,7 @@
name = T_BOARD("mass driver")
build_path = /obj/machinery/mass_driver
board_type = new /datum/frame/frame_types/mass_driver
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_GOLD = 100)
req_components = list(
/obj/item/weapon/stock_parts/gear = 2,
/obj/item/weapon/stock_parts/motor = 2,

View File

@@ -8,6 +8,7 @@
icon = 'icons/obj/module.dmi'
icon_state = "std_mod"
board_type = "other"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 100)
/obj/item/weapon/circuitboard/mecha/ripley
origin_tech = list(TECH_DATA = 3)

View File

@@ -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, "glass" = 50, "waste" = 10)
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, MAT_COPPER = 10, "waste" = 10)
secured = 1
wires = WIRE_RECEIVE

View File

@@ -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, "glass" = 500, "waste" = 100)
matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, MAT_COPPER = 10, "waste" = 100)
wires = WIRE_PULSE

View File

@@ -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, "glass" = 200, "waste" = 50)
matter = list(DEFAULT_WALL_MATERIAL = 800, "glass" = 200, MAT_COPPER = 10, "waste" = 50)
wires = WIRE_PULSE
secured = 0

View File

@@ -4,7 +4,7 @@
icon_state = "signaller"
item_state = "signaler"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 200, "waste" = 100)
matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 200, MAT_COPPER = 10, "waste" = 100)
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
secured = TRUE

View File

@@ -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, "glass" = 50, "waste" = 10)
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, MAT_COPPER = 10, "waste" = 10)
wires = WIRE_PULSE

View File

@@ -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, "glass" = 50, "waste" = 10)
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, MAT_COPPER = 10, "waste" = 10)
var/listening = 0
var/recorded //the activation message

View File

@@ -28,6 +28,10 @@
name = "stack of plastic"
type_to_spawn = /obj/item/stack/material/plastic
/obj/fiftyspawner/copper
name = "stack of copper"
type_to_spawn = /obj/item/stack/material/copper
/obj/fiftyspawner/graphite
name = "stack of graphite"
type_to_spawn = /obj/item/stack/material/graphite
@@ -92,7 +96,7 @@
name = "stack of logs"
type_to_spawn = /obj/item/stack/material/log
/obj/fiftyspawner/log
/obj/fiftyspawner/log/sif
name = "stack of alien logs"
type_to_spawn = /obj/item/stack/material/log/sif

View File

@@ -102,14 +102,14 @@
/obj/item/stack/material/iron
name = "iron"
icon_state = "sheet-silver"
icon_state = "sheet-ingot"
default_type = "iron"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/lead
name = "lead"
icon_state = "sheet-adamantine"
icon_state = "sheet-ingot"
default_type = "lead"
apply_colour = 1
no_variants = FALSE
@@ -159,22 +159,24 @@
/obj/item/stack/material/graphite
name = "graphite"
icon_state = "sheet-silver"
icon_state = "sheet-puck"
default_type = MAT_GRAPHITE
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/gold
name = "gold"
icon_state = "sheet-gold"
icon_state = "sheet-ingot"
default_type = "gold"
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/silver
name = "silver"
icon_state = "sheet-silver"
icon_state = "sheet-ingot"
default_type = "silver"
no_variants = FALSE
apply_colour = TRUE
//Valuable resource, cargo can sell it.
/obj/item/stack/material/platinum
@@ -182,6 +184,7 @@
icon_state = "sheet-adamantine"
default_type = "platinum"
no_variants = FALSE
apply_colour = TRUE
//Extremely valuable to Research.
/obj/item/stack/material/mhydrogen
@@ -193,14 +196,14 @@
//Fuel for MRSPACMAN generator.
/obj/item/stack/material/tritium
name = "tritium"
icon_state = "sheet-silver"
icon_state = "sheet-puck"
default_type = "tritium"
apply_colour = 1
apply_colour = TRUE
no_variants = FALSE
/obj/item/stack/material/osmium
name = "osmium"
icon_state = "sheet-silver"
icon_state = "sheet-ingot"
default_type = "osmium"
apply_colour = 1
no_variants = FALSE
@@ -209,16 +212,17 @@
// Fusion fuel.
/obj/item/stack/material/deuterium
name = "deuterium"
icon_state = "sheet-silver"
icon_state = "sheet-puck"
default_type = "deuterium"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/steel
name = DEFAULT_WALL_MATERIAL
icon_state = "sheet-metal"
icon_state = "sheet-refined"
default_type = DEFAULT_WALL_MATERIAL
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/steel/hull
name = MAT_STEELHULL
@@ -226,9 +230,10 @@
/obj/item/stack/material/plasteel
name = "plasteel"
icon_state = "sheet-plasteel"
icon_state = "sheet-reinforced"
default_type = "plasteel"
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/plasteel/hull
name = MAT_PLASTEELHULL
@@ -236,17 +241,19 @@
/obj/item/stack/material/durasteel
name = "durasteel"
icon_state = "sheet-durasteel"
icon_state = "sheet-reinforced"
item_state = "sheet-metal"
default_type = "durasteel"
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/durasteel/hull
name = MAT_DURASTEELHULL
/obj/item/stack/material/titanium
name = MAT_TITANIUM
icon_state = "sheet-silver"
icon_state = "sheet-refined"
apply_colour = TRUE
item_state = "sheet-silver"
default_type = MAT_TITANIUM
no_variants = FALSE
@@ -345,8 +352,10 @@
icon_state = "sheet-wood"
default_type = MAT_WOOD
strict_color_stacking = TRUE
apply_colour = 1
drop_sound = 'sound/items/drop/wooden.ogg'
pickup_sound = 'sound/items/pickup/wooden.ogg'
no_variants = FALSE
/obj/item/stack/material/wood/sif
name = "alien wooden plank"
@@ -467,30 +476,90 @@
/obj/item/stack/material/glass
name = "glass"
icon_state = "sheet-glass"
icon_state = "sheet-transparent"
default_type = "glass"
no_variants = FALSE
drop_sound = 'sound/items/drop/glass.ogg'
pickup_sound = 'sound/items/pickup/glass.ogg'
apply_colour = TRUE
/obj/item/stack/material/glass/reinforced
name = "reinforced glass"
icon_state = "sheet-rglass"
icon_state = "sheet-rtransparent"
default_type = "rglass"
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/glass/phoronglass
name = "borosilicate glass"
desc = "This sheet is special platinum-glass alloy designed to withstand large temperatures"
singular_name = "borosilicate glass sheet"
icon_state = "sheet-phoronglass"
icon_state = "sheet-transparent"
default_type = "borosilicate glass"
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/glass/phoronrglass
name = "reinforced borosilicate glass"
desc = "This sheet is special platinum-glass alloy designed to withstand large temperatures. It is reinforced with few rods."
singular_name = "reinforced borosilicate glass sheet"
icon_state = "sheet-phoronrglass"
icon_state = "sheet-rtransparent"
default_type = "reinforced borosilicate glass"
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/bronze
name = "bronze"
icon_state = "sheet-ingot"
singular_name = "bronze ingot"
default_type = "bronze"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/tin
name = "tin"
icon_state = "sheet-ingot"
singular_name = "tin ingot"
default_type = "tin"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/copper
name = "copper"
icon_state = "sheet-ingot"
singular_name = "copper ingot"
default_type = "copper"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/painite
name = "painite"
icon_state = "sheet-gem"
singular_name = "painite gem"
default_type = "painite"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/void_opal
name = "void opal"
icon_state = "sheet-void_opal"
singular_name = "void opal"
default_type = "void opal"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/quartz
name = "quartz"
icon_state = "sheet-gem"
singular_name = "quartz gem"
default_type = "quartz"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/aluminium
name = "aluminium"
icon_state = "sheet-ingot"
singular_name = "aluminium ingot"
default_type = "aluminium"
apply_colour = 1
no_variants = FALSE

View File

@@ -486,6 +486,7 @@ var/list/name_to_material
door_icon_base = "metal"
icon_colour = "#D1E6E3"
icon_reinf = "reinf_metal"
composite_material = null
/datum/material/plasteel/titanium/hull
name = MAT_TITANIUMHULL
@@ -637,7 +638,7 @@ var/list/name_to_material
hardness = 40
weight = 30
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list() //todo
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2, "borosilicate glass" = SHEET_MATERIAL_AMOUNT)
rod_product = null
/datum/material/plastic
@@ -1007,6 +1008,7 @@ var/list/name_to_material
protectiveness = 1 // 4%
flags = MATERIAL_PADDING
conductive = 0
integrity = 40
pass_stack_colors = TRUE
supply_conversion_value = 2
@@ -1073,6 +1075,7 @@ var/list/name_to_material
melting_point = T0C+300
protectiveness = 3 // 13%
conductive = 0
integrity = 40
supply_conversion_value = 3
//CHOMPstation Removal Start: Moved to materials_ch and changed to allow for material var
@@ -1214,3 +1217,81 @@ var/list/name_to_material
weight = 1
protectiveness = 0 // 0%
conductive = 0
/datum/material/void_opal
name = "void opal"
display_name = "void opal"
use_name = "void opal"
icon_colour = "#0f0f0f"
stack_type = /obj/item/stack/material/void_opal
flags = MATERIAL_UNMELTABLE
cut_delay = 60
reflectivity = 0
conductivity = 1
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
hardness = 100
stack_origin_tech = list(TECH_ARCANE = 1, TECH_MATERIAL = 6)
sheet_singular_name = "gem"
sheet_plural_name = "gems"
supply_conversion_value = 30 // These are hilariously rare.
/datum/material/painite
name = "painite"
display_name = "painite"
use_name = "painite"
icon_colour = "#6b4947"
stack_type = /obj/item/stack/material/painite
flags = MATERIAL_UNMELTABLE
reflectivity = 0.3
tableslam_noise = 'sound/effects/Glasshit.ogg'
sheet_singular_name = "gem"
sheet_plural_name = "gems"
supply_conversion_value = 4
/datum/material/tin
name = "tin"
display_name = "tin"
use_name = "tin"
stack_type = /obj/item/stack/material/tin
icon_colour = "#b2afaf"
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
supply_conversion_value = 1
hardness = 50
weight = 13
/datum/material/copper
name = "copper"
display_name = "copper"
use_name = "copper"
stack_type = /obj/item/stack/material/copper
conductivity = 52
icon_colour = "#af633e"
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
supply_conversion_value = 1
weight = 13
hardness = 50
/datum/material/quartz
name = "quartz"
display_name = "quartz"
use_name = "quartz"
icon_colour = "#e6d7df"
stack_type = /obj/item/stack/material/quartz
tableslam_noise = 'sound/effects/Glasshit.ogg'
sheet_singular_name = "crystal"
sheet_plural_name = "crystals"
supply_conversion_value = 4
/datum/material/aluminium
name = "aluminium"
display_name = "aluminium"
use_name = "aluminium"
icon_colour = "#e5e2d0"
stack_type = /obj/item/stack/material/aluminium
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
supply_conversion_value = 2
weight = 10

View File

@@ -44,3 +44,11 @@
"sand" = 2
)
product = /obj/item/stack/material/glass/phoronglass
/datum/alloy/bronze
metaltag = "bronze"
requires = list(
"copper" = 2,
"tin" = 1
)
product = /obj/item/stack/material/bronze

View File

@@ -46,6 +46,18 @@
name = "platinum coin"
icon_state = "coin_adamantine"
/obj/item/weapon/coin/morphium
name = "morphium coin"
icon_state = "coin_morphium"
/obj/item/weapon/coin/aluminium
name = "aluminium coin"
icon_state = "coin_aluminium"
/obj/item/weapon/coin/verdantium
name = "verdantium coin"
icon_state = "coin_verdantium"
/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W

View File

@@ -27,7 +27,11 @@
"osmium" = /obj/item/weapon/ore/osmium,
"hydrogen" = /obj/item/weapon/ore/hydrogen,
"silicates" = /obj/item/weapon/ore/glass,
"carbon" = /obj/item/weapon/ore/coal
"carbon" = /obj/item/weapon/ore/coal,
"copper" = /obj/item/weapon/ore/copper,
"tin" = /obj/item/weapon/ore/tin,
"bauxite" = /obj/item/weapon/ore/bauxite,
"rutile" = /obj/item/weapon/ore/rutile
)
//Upgrades
@@ -40,11 +44,14 @@
// Found with an advanced laser. exotic_drilling >= 1
var/list/ore_types_uncommon = list(
MAT_MARBLE = /obj/item/weapon/ore/marble,
"painite" = /obj/item/weapon/ore/painite,
"quartz" = /obj/item/weapon/ore/quartz,
MAT_LEAD = /obj/item/weapon/ore/lead
)
// Found with an ultra laser. exotic_drilling >= 2
var/list/ore_types_rare = list(
"void opal" = /obj/item/weapon/ore/void_opal,
MAT_VERDANTIUM = /obj/item/weapon/ore/verdantium
)

View File

@@ -20,6 +20,7 @@
/obj/item/weapon/mining_scanner/proc/ScanTurf(var/atom/target, var/mob/user, var/exact = FALSE)
var/list/metals = list(
"surface minerals" = 0,
"industrial metals" = 0,
"precious metals" = 0,
"precious gems" = 0,
"nuclear fuel" = 0,
@@ -38,12 +39,13 @@
var/ore_type
switch(metal)
if("silicates", "carbon", "hematite", "marble") ore_type = "surface minerals"
if("gold", "silver", "lead") ore_type = "precious metals"
if("diamond") ore_type = "precious gems"
if("silicates", "carbon", "marble", "quartz") ore_type = "surface minerals"
if("hematite", "tin", "copper", "bauxite", "lead") ore_type = "industrial metals"
if("gold", "silver", "rutile") ore_type = "precious metals"
if("diamond", "painite") ore_type = "precious gems"
if("uranium") ore_type = "nuclear fuel"
if("phoron", "osmium", "hydrogen") ore_type = "exotic matter"
if("verdantium") ore_type = "anomalous matter"
if("verdantium", "void opal") ore_type = "anomalous matter"
if(ore_type) metals[ore_type] += T.resources[metal]

View File

@@ -168,10 +168,17 @@
"sand" = 1,
"hematite" = 1,
"carbon" = 1,
"raw copper" = 1,
"raw tin" = 1,
"void opal" = 3,
"painite" = 3,
"quartz" = 3,
"raw bauxite" = 5,
"phoron" = 15,
"silver" = 16,
"gold" = 18,
"marble" = 20,
"rutile" = 20,
"uranium" = 30,
"diamond" = 50,
"platinum" = 40,

View File

@@ -49,6 +49,50 @@ var/list/mining_overlay_cache = list()
var/datum/artifact_find/artifact_find
var/ignore_mapgen
<<<<<<< HEAD
||||||| parent of 4e5a8041e8... Merge pull request #9620 from VOREStation/upstream-merge-7811
var/ore_types = list(
"hematite" = /obj/item/weapon/ore/iron,
"uranium" = /obj/item/weapon/ore/uranium,
"gold" = /obj/item/weapon/ore/gold,
"silver" = /obj/item/weapon/ore/silver,
"diamond" = /obj/item/weapon/ore/diamond,
"phoron" = /obj/item/weapon/ore/phoron,
"osmium" = /obj/item/weapon/ore/osmium,
"hydrogen" = /obj/item/weapon/ore/hydrogen,
"silicates" = /obj/item/weapon/ore/glass,
"carbon" = /obj/item/weapon/ore/coal,
"verdantium" = /obj/item/weapon/ore/verdantium,
"marble" = /obj/item/weapon/ore/marble,
"lead" = /obj/item/weapon/ore/lead,
"rutile" = /obj/item/weapon/ore/rutile //VOREStation Add
)
=======
var/ore_types = list(
"hematite" = /obj/item/weapon/ore/iron,
"uranium" = /obj/item/weapon/ore/uranium,
"gold" = /obj/item/weapon/ore/gold,
"silver" = /obj/item/weapon/ore/silver,
"diamond" = /obj/item/weapon/ore/diamond,
"phoron" = /obj/item/weapon/ore/phoron,
"osmium" = /obj/item/weapon/ore/osmium,
"hydrogen" = /obj/item/weapon/ore/hydrogen,
"silicates" = /obj/item/weapon/ore/glass,
"carbon" = /obj/item/weapon/ore/coal,
"verdantium" = /obj/item/weapon/ore/verdantium,
"marble" = /obj/item/weapon/ore/marble,
"lead" = /obj/item/weapon/ore/lead,
"copper" = /obj/item/weapon/ore/copper,
"tin" = /obj/item/weapon/ore/tin,
"bauxite" = /obj/item/weapon/ore/bauxite,
// "void opal" = /obj/item/weapon/ore/void_opal,
// "painite" = /obj/item/weapon/ore/painite,
// "quartz" = /obj/item/weapon/ore/quartz,
"rutile" = /obj/item/weapon/ore/rutile
)
>>>>>>> 4e5a8041e8... Merge pull request #9620 from VOREStation/upstream-merge-7811
has_resources = 1
// Alternative rock wall sprites.
@@ -636,10 +680,10 @@ turf/simulated/mineral/floor/light_corner
var/mineral_name
if(rare_ore)
mineral_name = pickweight(list("marble" = 5, "uranium" = 10, "platinum" = 10, "hematite" = 20, "carbon" = 20, "diamond" = 2, "gold" = 10, "silver" = 10, "phoron" = 20, "lead" = 5, "verdantium" = 1, "rutile" = 4)) //VOREStation Edit
mineral_name = pickweight(list("marble" = 5,/* "quartz" = 15,*/ "copper" = 10, "tin" = 5, "bauxite" = 5, "uranium" = 15, "platinum" = 20, "hematite" = 15, "rutile" = 20, "carbon" = 15, "diamond" = 3, "gold" = 15, "silver" = 15, "phoron" = 25, "lead" = 5,/* "void opal" = 1,*/ "verdantium" = 2/*, "painite" = 1*/))
else
mineral_name = pickweight(list("marble" = 3, "uranium" = 10, "platinum" = 10, "hematite" = 70, "carbon" = 70, "diamond" = 2, "gold" = 10, "silver" = 10, "phoron" = 20, "lead" = 2, "verdantium" = 1, "rutile" = 4)) //VOREStation Edit
mineral_name = pickweight(list("marble" = 3,/* "quartz" = 10,*/ "copper" = 20, "tin" = 15, "bauxite" = 15, "uranium" = 10, "platinum" = 10, "hematite" = 70, "rutile" = 15, "carbon" = 70, "diamond" = 2, "gold" = 10, "silver" = 10, "phoron" = 20, "lead" = 3,/* "void opal" = 1,*/ "verdantium" = 1/*, "painite" = 1*/))
if(mineral_name && (mineral_name in ore_data))
mineral = ore_data[mineral_name]

View File

@@ -107,6 +107,41 @@
material = MAT_LEAD
origin_tech = list(TECH_MATERIAL = 3)
/obj/item/weapon/ore/copper
name = "raw copper"
icon_state = "ore_copper"
material = "copper"
/obj/item/weapon/ore/tin
name = "raw tin"
icon_state = "ore_tin"
material = "tin"
/obj/item/weapon/ore/bauxite
name = "raw bauxite"
icon_state = "ore_bauxite"
material = "bauxite"
/obj/item/weapon/ore/rutile
name = "raw rutile"
icon_state = "ore_rutile"
material = "rutile"
/obj/item/weapon/ore/void_opal
name = "raw void opal"
icon_state = "ore_void_opal"
material = "void opal"
/obj/item/weapon/ore/painite
name = "raw painite"
icon_state = "ore_painite"
material = "painite"
/obj/item/weapon/ore/quartz
name = "raw quartz"
icon_state = "ore_quartz"
material = "quartz"
/obj/item/weapon/ore/slag
name = "Slag"
desc = "Someone screwed up..."

View File

@@ -177,3 +177,70 @@ var/global/list/ore_data = list()
ore = /obj/item/weapon/ore/lead
scan_icon = "mineral_rare"
reagent = "lead"
/ore/copper
name = "copper"
display_name = "copper"
smelts_to = "copper"
alloy = 1
result_amount = 5
spread_chance = 15
ore = /obj/item/weapon/ore/copper
scan_icon = "mineral_common"
reagent = "copper"
/ore/tin
name = "tin"
display_name = "tin"
smelts_to = "tin"
alloy = 1
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/tin
scan_icon = "mineral_common"
/ore/quartz
name = "quartz"
display_name = "unrefined quartz"
compresses_to = "quartz"
result_amount = 5
spread_chance = 5
ore = /obj/item/weapon/ore/quartz
scan_icon = "mineral_common"
/ore/bauxite
name = "bauxite"
display_name = "bauxite"
smelts_to = "aluminium"
result_amount = 5
spread_chance = 25
ore = /obj/item/weapon/ore/bauxite
scan_icon = "mineral_common"
reagent = "aluminum"
/ore/rutile
name = "rutile"
display_name = "rutile"
smelts_to = "titanium"
result_amount = 5
spread_chance = 12
ore = /obj/item/weapon/ore/rutile
scan_icon = "mineral_uncommon"
/ore/painite
name = "painite"
display_name = "rough painite"
compresses_to = "painite"
result_amount = 5
spread_chance = 3
ore = /obj/item/weapon/ore/painite
scan_icon = "mineral_rare"
/ore/void_opal
name = "void opal"
display_name = "rough void opal"
compresses_to = "void opal"
result_amount = 5
spread_chance = 1
ore = /obj/item/weapon/ore/void_opal
scan_icon = "mineral_rare"

View File

@@ -300,11 +300,12 @@
icon_state = "lcasing"
caliber = "14.5mm"
projectile_type = /obj/item/projectile/bullet/rifle/a145
matter = list(DEFAULT_WALL_MATERIAL = 1250)
matter = list(MAT_TITANIUM = 2500, MAT_URANIUM = 1000, MAT_PLASTEEL = 1500)
/obj/item/ammo_casing/a145/highvel
desc = "A 14.5mm sabot shell."
projectile_type = /obj/item/projectile/bullet/rifle/a145
matter = list(MAT_TITANIUM = 2500, MAT_PLASTEEL = 1500)
/obj/item/ammo_casing/a145/spent/Initialize()
. = ..()

View File

@@ -64,6 +64,13 @@
T.resources["hydrogen"] = 0
T.resources["verdantium"] = 0
T.resources["lead"] = 0
T.resources["copper"] = rand(RESOURCE_MID_MIN, RESOURCE_HIGH_MAX)
T.resources["tin"] = rand(RESOURCE_LOW_MIN, RESOURCE_MID_MAX)
T.resources["bauxite"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["rutile"] = 0
T.resources["void opal"] = 0
T.resources["quartz"] = 0
T.resources["painite"] = 0
else if(current_cell < deep_val) // Rare metals.
T.resources["gold"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["silver"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
@@ -76,6 +83,13 @@
T.resources["diamond"] = 0
T.resources["hematite"] = 0
T.resources["marble"] = 0
T.resources["copper"] = 0
T.resources["tin"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["bauxite"] = 0
T.resources["rutile"] = rand(RESOURCE_LOW_MIN, RESOURCE_MID_MAX)
T.resources["void opal"] = 0
T.resources["quartz"] = 0
T.resources["painite"] = 0
else // Deep metals.
T.resources["uranium"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["diamond"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
@@ -88,6 +102,13 @@
T.resources["hematite"] = 0
T.resources["gold"] = 0
T.resources["silver"] = 0
T.resources["copper"] = 0
T.resources["tin"] = 0
T.resources["bauxite"] = 0
T.resources["rutile"] = rand(RESOURCE_MID_MIN, RESOURCE_HIGH_MAX)
T.resources["void opal"] = 0
T.resources["quartz"] = 0
T.resources["painite"] = 0
return
/datum/random_map/noise/ore/get_map_char(var/value)

View File

@@ -1,7 +1,7 @@
// HUDs
/datum/design/item/hud
materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 10)
/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, "glass" = 3000, MAT_PHORON = 1500, MAT_COPPER = 10)
build_path = /obj/item/clothing/glasses/graviton
sort_string = "EAAAE"

View File

@@ -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(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, MAT_COPPER = 200)
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_TITANIUM = 2000, "glass" = 1000, "silver" = 500, "gold" = 500, "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(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 500, MAT_COPPER = 100)
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("glass" = 500, DEFAULT_WALL_MATERIAL = 500, MAT_COPPER = 250)
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_TITANIUM = 2500, MAT_ALUMINIUM = 500, "glass" = 500, "gold" = 200)
build_path = /obj/item/device/aicard
sort_string = "SCAAA"

View File

@@ -9,7 +9,7 @@
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_TITANIUM = 2000, "gold" = 1000, "diamond" = 1500, "uranium" = 250)
build_path = /obj/item/weapon/storage/backpack/holding
sort_string = "QAAAA"
@@ -18,6 +18,6 @@
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_TITANIUM = 2000, "gold" = 1000, "diamond" = 1500, "uranium" = 250)
build_path = /obj/item/weapon/storage/backpack/holding/duffle
sort_string = "QAAAB"

View File

@@ -1,5 +1,5 @@
/datum/design/item/biotech
materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 20)
materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 20, MAT_COPPER = 10)
/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(DEFAULT_WALL_MATERIAL = 500, "glass" = 200, MAT_COPPER = 20)
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(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000, MAT_COPPER = 15)
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(DEFAULT_WALL_MATERIAL = 500, "glass" = 500, MAT_COPPER = 10)
build_path = /obj/item/device/analyzer/plant_analyzer
sort_string = "JAADA"

View File

@@ -1,6 +1,6 @@
/datum/design/aimodule
build_type = IMPRINTER
materials = list("glass" = 2000, "gold" = 100)
materials = list("glass" = 1800, MAT_COPPER = 200, "gold" = 100)
/datum/design/aimodule/AssembleDesignName()
name = "AI module design ([name])"

View File

@@ -5,7 +5,7 @@ CIRCUITS BELOW
/datum/design/circuit
build_type = IMPRINTER
req_tech = list(TECH_DATA = 2)
materials = list("glass" = 2000)
materials = list("glass" = 1850, MAT_COPPER = 150)
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("glass" = 2000, MAT_GRAPHITE = 1250, MAT_COPPER = 100)
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("glass" = 2000, MAT_GRAPHITE = 1250, MAT_COPPER = 100)
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("glass" = 2000, MAT_GRAPHITE = 1250, MAT_COPPER = 100)
chemicals = list("sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/durand/targeting
sort_string = "NAADC"
@@ -576,6 +576,36 @@ CIRCUITS BELOW
build_path = /obj/item/weapon/circuitboard/telecomms/exonet_node
sort_string = "PAAAH"
/datum/design/circuit/shield
req_tech = list(TECH_BLUESPACE = 4, TECH_PHORON = 3)
materials = list("glass" = 2000, MAT_COPPER = 100, "gold" = 1000)
/datum/design/circuit/shield/AssembleDesignName()
name = "Shield generator circuit design ([name])"
/datum/design/circuit/shield/AssembleDesignDesc()
if(!desc)
desc = "Allows for the construction of \a [name] shield generator."
/datum/design/circuit/shield/bubble
name = "bubble (OBSOLETE)" //VOREStation Edit
id = "shield_gen"
build_path = /obj/item/weapon/circuitboard/shield_gen
sort_string = "VAAAZ" // Duplicate string, really need to redo this whole thing
/datum/design/circuit/shield/hull
name = "hull (OBSOLETE)" //VOREStation Edit
id = "shield_gen_ex"
build_path = /obj/item/weapon/circuitboard/shield_gen_ex
sort_string = "VAAAB"
/datum/design/circuit/shield/capacitor
name = "capacitor (OBSOLETE)" //VOREStation Edit"
desc = "Allows for the construction of a shield capacitor circuit board."
id = "shield_cap"
req_tech = list(TECH_MAGNET = 3, TECH_POWER = 4)
build_path = /obj/item/weapon/circuitboard/shield_cap
sort_string = "VAAAC"
/datum/design/circuit/ntnet_relay
name = "NTNet Quantum Relay"
id = "ntnet_relay"

View File

@@ -2,7 +2,7 @@
/datum/design/circuit/disk
build_type = IMPRINTER
req_tech = list(TECH_DATA = 3)
materials = list(MAT_PLASTIC = 2000, MAT_GLASS = 1000)
materials = list(MAT_PLASTIC = 2000, MAT_GLASS = 1000, MAT_COPPER = 150)
chemicals = list("pacid" = 10)
time = 5

View File

@@ -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(DEFAULT_WALL_MATERIAL = 70, "glass" = 120, "phoron" = 100, MAT_COPPER = 10)
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_ALUMINIUM = 300, "silver" = 100, MAT_COPPER = 10)
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_ALUMINIUM = 300, MAT_TITANIUM = 100, MAT_COPPER = 10)
build_path = /obj/item/weapon/tool/crowbar/power
sort_string = "NAAAC"
// YW addition begins
@@ -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(DEFAULT_WALL_MATERIAL = 200, MAT_COPPER = 10)
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(DEFAULT_WALL_MATERIAL = 500, "phoron" = 150, MAT_COPPER = 10)
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_ALUMINIUM = 1250, "phoron" = 500, "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(DEFAULT_WALL_MATERIAL = 200, "glass" = 100, MAT_COPPER = 10)
build_path = /obj/item/device/analyzer
sort_string = "NBABA"

View File

@@ -1,7 +1,7 @@
// Implants
/datum/design/item/implant
materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 5)
/datum/design/item/implant/AssembleDesignName()
..()
@@ -17,6 +17,7 @@
/datum/design/item/implant/freedom
name = "freedom"
id = "implant_free"
req_tech = list(TECH_ILLEGAL = 2, TECH_BIO = 3)
req_tech = list(TECH_MATERIAL = 3, TECH_ILLEGAL = 2, TECH_BIO = 3)
build_path = /obj/item/weapon/implantcase/freedom
sort_string = "MFAAB"
materials = list(MAT_TITANIUM = 50, "glass" = 50, MAT_COPPER = 5)

View File

@@ -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(DEFAULT_WALL_MATERIAL = 500, MAT_COPPER = 5)
/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(DEFAULT_WALL_MATERIAL = 1000,"glass" = 500, MAT_COPPER = 150)
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 (DEFAULT_WALL_MATERIAL = 20, "glass" = 10, MAT_COPPER = 5)
build_path = /obj/item/device/radio/beacon
sort_string = "DBABA"

View File

@@ -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(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, MAT_COPPER = 120)
build_path = /obj/item/weapon/surgical/scalpel/laser1
sort_string = "KAAAA"
@@ -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(DEFAULT_WALL_MATERIAL = 500, "glass" = 500, MAT_COPPER = 20)
build_path = /obj/item/device/healthanalyzer
sort_string = "KBAAA"
@@ -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(DEFAULT_WALL_MATERIAL = 4000, "glass" = 2000, "phoron" = 2000, MAT_COPPER = 100)
build_path = /obj/item/roller/adv
sort_string = "KCAAA"

View File

@@ -7,14 +7,14 @@
/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(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1000, MAT_COPPER = 10) //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(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "silver" = 500, MAT_COPPER = 20)
build_path = /obj/item/weapon/pickaxe/jackhammer
sort_string = "FAAAB"
@@ -28,14 +28,14 @@
/datum/design/item/weapon/mining/pick_diamond
id = "pick_diamond"
req_tech = list(TECH_MATERIAL = 6)
materials = list("diamond" = 3000)
materials = list(MAT_WOOD = 2000, "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_ALUMINIUM = 2000, DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "diamond" = 2000, MAT_COPPER = 50)
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(DEFAULT_WALL_MATERIAL = 1000,"glass" = 1000, MAT_COPPER = 50)
build_path = /obj/item/device/depth_scanner
sort_string = "FBAAA"
// CHOMPstation addition

View File

@@ -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(DEFAULT_WALL_MATERIAL = 500, "glass" = 500, MAT_COPPER = 50)
build_path = /obj/item/device/communicator
sort_string = "TAAAA"
@@ -17,7 +17,7 @@ datum/design/item/general/laserpointer
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(DEFAULT_WALL_MATERIAL = 100, "glass" = 50, MAT_COPPER = 10)
build_path = /obj/item/device/laser_pointer
sort_string = "TAABA"
@@ -25,7 +25,7 @@ datum/design/item/general/laserpointer
name = "handheld translator"
id = "translator"
req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3)
materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 3000)
materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 3000, MAT_COPPER = 50)
build_path = /obj/item/device/universal_translator
sort_string = "TAACA"
@@ -33,7 +33,7 @@ datum/design/item/general/laserpointer
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(DEFAULT_WALL_MATERIAL = 2000, "glass" = 2000, "gold" = 1000, MAT_COPPER = 50)
build_path = /obj/item/device/universal_translator/ear
sort_string = "TAACB"
@@ -51,7 +51,7 @@ datum/design/item/general/laserpointer
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(DEFAULT_WALL_MATERIAL = 300, "glass" = 300, MAT_COPPER = 30)
build_path = /obj/item/device/encryptionkey/binary
sort_string = "TBAAA"
@@ -60,7 +60,7 @@ datum/design/item/general/laserpointer
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_PLASTIC = 500, MAT_COPPER = 500, DEFAULT_WALL_MATERIAL = 500)
build_path = /obj/item/weapon/storage/box/syndie_kit/chameleon
sort_string = "TBAAB"

View File

@@ -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(DEFAULT_WALL_MATERIAL = 2000, "glass" = 100, MAT_COPPER = 50)
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(DEFAULT_WALL_MATERIAL = 4000, "glass" = 200, MAT_COPPER = 50)
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(DEFAULT_WALL_MATERIAL = 8000, "glass" = 400, MAT_COPPER = 50)
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(DEFAULT_WALL_MATERIAL = 16000, "glass" = 800, MAT_COPPER = 40)
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(DEFAULT_WALL_MATERIAL = 4000, "glass" = 200, MAT_COPPER = 30)
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(DEFAULT_WALL_MATERIAL = 2000, "glass" = 100, MAT_COPPER = 20)
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(DEFAULT_WALL_MATERIAL = 500, "glass" = 100, MAT_COPPER = 10)
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(DEFAULT_WALL_MATERIAL = 1000, "glass" = 200, MAT_COPPER = 10)
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(DEFAULT_WALL_MATERIAL = 5000, "glass" = 400, MAT_COPPER = 10)
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(DEFAULT_WALL_MATERIAL = 2000, MAT_COPPER = 10)
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(DEFAULT_WALL_MATERIAL = 4000, MAT_COPPER = 10)
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(DEFAULT_WALL_MATERIAL = 8000, MAT_COPPER = 10)
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(DEFAULT_WALL_MATERIAL = 16000, MAT_COPPER = 10)
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(DEFAULT_WALL_MATERIAL = 2000, MAT_COPPER = 10)
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(DEFAULT_WALL_MATERIAL = 4000, MAT_COPPER = 10)
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(DEFAULT_WALL_MATERIAL = 8000, MAT_COPPER = 10)
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(DEFAULT_WALL_MATERIAL = 4000, MAT_COPPER = 10)
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(DEFAULT_WALL_MATERIAL = 32000, glass = 8000, MAT_COPPER = 10)
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(DEFAULT_WALL_MATERIAL = 16000, glass = 4000, MAT_COPPER = 10)
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(DEFAULT_WALL_MATERIAL = 3000, MAT_COPPER = 10)
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(DEFAULT_WALL_MATERIAL = 3000, MAT_COPPER = 10)
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(DEFAULT_WALL_MATERIAL = 10000, MAT_PHORON = 350, MAT_GOLD = 500)
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("glass" = 8000, MAT_COPPER = 10)
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("glass" = 16000, MAT_COPPER = 20)
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("glass" = 32000, MAT_COPPER = 60)
build_path = /obj/item/weapon/computer_hardware/hard_drive/portable/super
sort_string = "VFAAC"

View File

@@ -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(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 10)
build_path = /obj/item/device/pda
sort_string = "WAAAA"

View File

@@ -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(DEFAULT_WALL_MATERIAL = 700, "glass" = 50, MAT_COPPER = 15)
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(DEFAULT_WALL_MATERIAL = 700, "glass" = 60, MAT_COPPER = 15)
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(DEFAULT_WALL_MATERIAL = 700, "glass" = 70, MAT_COPPER = 15)
build_path = /obj/item/weapon/cell/super
category = list("Misc")
sort_string = "BAAAC"
@@ -57,7 +57,7 @@
name = "device"
build_type = PROTOLATHE
id = "device"
materials = list(DEFAULT_WALL_MATERIAL = 350, "glass" = 25)
materials = list(DEFAULT_WALL_MATERIAL = 350, "glass" = 25, MAT_COPPER = 5)
build_path = /obj/item/weapon/cell/device
category = list("Misc")
sort_string = "BAABA"
@@ -66,8 +66,16 @@
/datum/design/item/powercell/advance_device
name = "device, advanced"
build_type = PROTOLATHE
<<<<<<< HEAD
id = "advance_device"
materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
||||||| parent of 4e5a8041e8... Merge pull request #9620 from VOREStation/upstream-merge-7811
id = "weapon"
materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
=======
id = "weapon"
materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50, MAT_COPPER = 15)
>>>>>>> 4e5a8041e8... Merge pull request #9620 from VOREStation/upstream-merge-7811
build_path = /obj/item/weapon/cell/device/weapon
category = list("Misc")
sort_string = "BAABB"

View File

@@ -40,14 +40,14 @@
/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_ALUMINIUM = 200, MAT_VERDANTIUM = 60, MAT_TITANIUM = 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_TITANIUM = 2000, MAT_PLASTEEL = 100, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/matter_bin/omni
sort_string = "AAAAE"
@@ -77,14 +77,14 @@
/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_ALUMINIUM = 200, MAT_VERDANTIUM = 50, MAT_TITANIUM = 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_ALUMINIUM = 2000, MAT_PLASTEEL = 500, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/manipulator/omni
sort_string = "AAABE"
@@ -93,14 +93,14 @@
/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(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 10)
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(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, MAT_COPPER = 10)
build_path = /obj/item/weapon/stock_parts/capacitor/adv
sort_string = "AAACB"
@@ -114,7 +114,7 @@
/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_ALUMINIUM = 200, MAT_GLASS = 100, MAT_VERDANTIUM = 30, MAT_TITANIUM = 25)
build_path = /obj/item/weapon/stock_parts/capacitor/hyper
sort_string = "AAACD"
@@ -130,14 +130,14 @@
/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(DEFAULT_WALL_MATERIAL = 50, "glass" = 20, MAT_COPPER = 10)
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(DEFAULT_WALL_MATERIAL = 50, "glass" = 20, MAT_COPPER = 10)
build_path = /obj/item/weapon/stock_parts/scanning_module/adv
sort_string = "AAADB"
@@ -151,14 +151,14 @@
/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_ALUMINIUM = 50, MAT_GLASS = 20, MAT_SILVER = 50, MAT_VERDANTIUM = 40, MAT_TITANIUM = 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_ALUMINIUM = 1000, MAT_TITANIUM = 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"
@@ -188,14 +188,14 @@
/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_ALUMINIUM = 200, MAT_GLASS = 20, MAT_URANIUM = 30, MAT_VERDANTIUM = 50, MAT_TITANIUM = 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_TITANIUM = 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"

View File

@@ -1,3 +1,4 @@
<<<<<<< HEAD
/datum/design/item/weapon/AssembleDesignName()
..()
name = "Weapon prototype ([item_name])"
@@ -255,3 +256,529 @@
materials = list(DEFAULT_WALL_MATERIAL = 3000)
build_path = /obj/item/weapon/grenade/chem_grenade/large
sort_string = "MCAAA"
||||||| parent of 4e5a8041e8... Merge pull request #9620 from VOREStation/upstream-merge-7811
/datum/design/item/weapon/AssembleDesignName()
..()
name = "Weapon prototype ([item_name])"
/datum/design/item/weapon/ammo/AssembleDesignName()
..()
name = "Weapon ammo prototype ([item_name])"
/datum/design/item/weapon/AssembleDesignDesc()
if(!desc)
if(build_path)
var/obj/item/I = build_path
desc = initial(I.desc)
..()
// Energy weapons
/datum/design/item/weapon/energy/AssembleDesignName()
..()
name = "Energy weapon prototype ([item_name])"
/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)
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)
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)
build_path = /obj/item/weapon/gun/energy/toxgun
sort_string = "MAAAC"
/datum/design/item/weapon/energy/lasercannon
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)
build_path = /obj/item/weapon/gun/energy/lasercannon
sort_string = "MAAAD"
/datum/design/item/weapon/energy/decloner
id = "decloner"
req_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 7, TECH_BIO = 5, TECH_POWER = 6)
materials = list("gold" = 5000,"uranium" = 10000)
build_path = /obj/item/weapon/gun/energy/decloner
sort_string = "MAAAE"
/datum/design/item/weapon/energy/temp_gun
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)
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)
build_path = /obj/item/weapon/gun/energy/floragun
sort_string = "MAAAG"
// Ballistic weapons
/datum/design/item/weapon/ballistic/AssembleDesignName()
..()
name = "Ballistic weapon prototype ([item_name])"
/datum/design/item/weapon/ballistic/advanced_smg
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)
build_path = /obj/item/weapon/gun/projectile/automatic/advanced_smg
sort_string = "MABAA"
// Ballistic ammo
/datum/design/item/weapon/ballistic/ammo/AssembleDesignName()
..()
name = "Ballistic weapon ammo prototype ([name])"
/datum/design/item/weapon/ballistic/ammo/ammo_9mmAdvanced
name = "9mm magazine"
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.
build_path = /obj/item/ammo_magazine/m9mmAdvanced
sort_string = "MABBA"
/datum/design/item/weapon/ballistic/ammo/stunshell
name = "stun shells"
desc = "A stunning shell for a shotgun."
id = "stunshell"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 4000)
build_path = /obj/item/weapon/storage/box/stunshells
sort_string = "MABBB"
/datum/design/item/weapon/ballistic/ammo/empshell
name = "emp shells"
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)
build_path = /obj/item/weapon/storage/box/empshells
sort_string = "MABBC"
// Phase weapons
/datum/design/item/weapon/phase/AssembleDesignName()
..()
name = "Phase weapon prototype ([item_name])"
/* //VOREStation Removal Start
/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)
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)
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)
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)
build_path = /obj/item/weapon/gun/energy/phasegun/cannon
sort_string = "MACAD"
*/ //VOREStation Removal End
// Other weapons
/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)
build_path = /obj/item/weapon/gun/launcher/syringe/rapid
sort_string = "MADAA"
/datum/design/item/weapon/dartgun
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)
build_path = /obj/item/weapon/gun/projectile/dartgun/research
sort_string = "MADAB"
/datum/design/item/weapon/chemsprayer
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)
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)
build_path = /obj/item/weapon/gun/magnetic/fuelrod
sort_string = "MADAD"
// Ammo for those
/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)
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)
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)
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)
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)
build_path = /obj/item/weapon/magnetic_ammo
sort_string = "MADBE"
// Melee weapons
/datum/design/item/weapon/melee/AssembleDesignName()
..()
name = "Melee weapon prototype ([item_name])"
/datum/design/item/weapon/melee/esword
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)
build_path = /obj/item/weapon/melee/energy/sword/charge
sort_string = "MBAAA"
/datum/design/item/weapon/melee/eaxe
name = "Energy Axe"
id = "chargeaxe"
req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 5, TECH_ENGINEERING = 4, TECH_ILLEGAL = 4)
materials = list(MAT_PLASTEEL = 3500, MAT_OSMIUM = 2000, MAT_LEAD = 2000, MAT_METALHYDROGEN = 500)
build_path = /obj/item/weapon/melee/energy/axe/charge
sort_string = "MBAAB"
// Grenade stuff
/datum/design/item/weapon/grenade/AssembleDesignName()
..()
name = "Grenade casing prototype ([item_name])"
/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)
build_path = /obj/item/weapon/grenade/chem_grenade/large
sort_string = "MCAAA"
=======
/datum/design/item/weapon/AssembleDesignName()
..()
name = "Weapon prototype ([item_name])"
/datum/design/item/weapon/ammo/AssembleDesignName()
..()
name = "Weapon ammo prototype ([item_name])"
/datum/design/item/weapon/AssembleDesignDesc()
if(!desc)
if(build_path)
var/obj/item/I = build_path
desc = initial(I.desc)
..()
// Energy weapons
/datum/design/item/weapon/energy/AssembleDesignName()
..()
name = "Energy weapon prototype ([item_name])"
/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, MAT_COPPER = 30)
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, MAT_COPPER = 50)
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, MAT_COPPER = 50)
build_path = /obj/item/weapon/gun/energy/toxgun
sort_string = "MAAAC"
/datum/design/item/weapon/energy/lasercannon
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(MAT_TITANIUM = 5000, MAT_BOROSILICATE = 1000, "diamond" = 2000, MAT_COPPER = 50)
build_path = /obj/item/weapon/gun/energy/lasercannon
sort_string = "MAAAD"
/datum/design/item/weapon/energy/decloner
id = "decloner"
req_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 7, TECH_BIO = 5, TECH_POWER = 6)
materials = list(MAT_TITANIUM = 2750, "gold" = 5000,"uranium" = 10000)
build_path = /obj/item/weapon/gun/energy/decloner
sort_string = "MAAAE"
/datum/design/item/weapon/energy/temp_gun
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(MAT_ALUMINIUM = 5000, "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(MAT_ALUMINIUM = 2000, "glass" = 500, "uranium" = 500)
build_path = /obj/item/weapon/gun/energy/floragun
sort_string = "MAAAG"
// Ballistic weapons
/datum/design/item/weapon/ballistic/AssembleDesignName()
..()
name = "Ballistic weapon prototype ([item_name])"
/datum/design/item/weapon/ballistic/advanced_smg
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)
build_path = /obj/item/weapon/gun/projectile/automatic/advanced_smg
sort_string = "MABAA"
// Ballistic ammo
/datum/design/item/weapon/ballistic/ammo/AssembleDesignName()
..()
name = "Ballistic weapon ammo prototype ([name])"
/datum/design/item/weapon/ballistic/ammo/ammo_9mmAdvanced
name = "9mm magazine"
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.
build_path = /obj/item/ammo_magazine/m9mmAdvanced
sort_string = "MABBA"
/datum/design/item/weapon/ballistic/ammo/stunshell
name = "stun shells"
desc = "A stunning shell for a shotgun."
id = "stunshell"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 4000)
build_path = /obj/item/weapon/storage/box/stunshells
sort_string = "MABBB"
/datum/design/item/weapon/ballistic/ammo/empshell
name = "emp shells"
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)
build_path = /obj/item/weapon/storage/box/empshells
sort_string = "MABBC"
/datum/design/item/weapon/ballistic/ammo/ptrshell
name = "14.5mm shell"
desc = "A dense-core projectile fired from a small cannon."
id = "ptrshell"
req_tech = list(TECH_COMBAT = 7, TECH_ILLEGAL = 4)
materials = list(MAT_TITANIUM = 4000, MAT_URANIUM = 500, MAT_PLASTEEL = 500)
build_path = /obj/item/ammo_casing/a145
sort_string = "MABBD"
// Phase weapons
/datum/design/item/weapon/phase/AssembleDesignName()
..()
name = "Phase weapon prototype ([item_name])"
/* //VOREStation Removal Start
/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, MAT_COPPER = 30)
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, MAT_COPPER = 40)
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)
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)
build_path = /obj/item/weapon/gun/energy/phasegun/cannon
sort_string = "MACAD"
*/ //VOREStation Removal End
// Other weapons
/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, MAT_COPPER = 20)
build_path = /obj/item/weapon/gun/launcher/syringe/rapid
sort_string = "MADAA"
/datum/design/item/weapon/dartgun
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)
build_path = /obj/item/weapon/gun/projectile/dartgun/research
sort_string = "MADAB"
/datum/design/item/weapon/chemsprayer
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, MAT_COPPER = 30)
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)
build_path = /obj/item/weapon/gun/magnetic/fuelrod
sort_string = "MADAD"
// Ammo for those
/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)
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)
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)
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)
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)
build_path = /obj/item/weapon/magnetic_ammo
sort_string = "MADBE"
// Melee weapons
/datum/design/item/weapon/melee/AssembleDesignName()
..()
name = "Melee weapon prototype ([item_name])"
/datum/design/item/weapon/melee/esword
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)
build_path = /obj/item/weapon/melee/energy/sword/charge
sort_string = "MBAAA"
/datum/design/item/weapon/melee/eaxe
name = "Energy Axe"
id = "chargeaxe"
req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 5, TECH_ENGINEERING = 4, TECH_ILLEGAL = 4)
materials = list(MAT_PLASTEEL = 3500, MAT_OSMIUM = 2000, MAT_LEAD = 2000, MAT_METALHYDROGEN = 500)
build_path = /obj/item/weapon/melee/energy/axe/charge
sort_string = "MBAAB"
// Grenade stuff
/datum/design/item/weapon/grenade/AssembleDesignName()
..()
name = "Grenade casing prototype ([item_name])"
/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)
build_path = /obj/item/weapon/grenade/chem_grenade/large
sort_string = "MCAAA"
>>>>>>> 4e5a8041e8... Merge pull request #9620 from VOREStation/upstream-merge-7811

View File

@@ -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(DEFAULT_WALL_MATERIAL = 10000,"glass" = 5000, MAT_COPPER = 20)
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(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "uranium" = 500, "phoron" = 500, MAT_COPPER = 40)
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(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000, MAT_COPPER = 30)
build_path = /obj/item/weapon/pickaxe/excavationdrill
sort_string = "GAAAC"

View File

@@ -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(DEFAULT_WALL_MATERIAL = 5000, MAT_COPPER = 30)
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(DEFAULT_WALL_MATERIAL = 5000, MAT_COPPER = 40)
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(DEFAULT_WALL_MATERIAL = 500, "glass" = 500, MAT_COPPER = 30)
build_path = /obj/item/device/slime_scanner
sort_string = "HBAAA"

View File

@@ -357,11 +357,13 @@
name = "PBT \"Pacifier\" Mounted Taser"
id = "mech_taser"
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/taser
materials = list(DEFAULT_WALL_MATERIAL = 6500, MAT_COPPER = 1000)
/datum/design/item/mecha/rigged_taser
name = "Jury-Rigged Taser"
id = "mech_taser-r"
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/taser/rigged
materials = list(DEFAULT_WALL_MATERIAL = 6500, MAT_COPPER = 200)
/datum/design/item/mecha/shocker
name = "Exosuit Electrifier"
@@ -573,7 +575,7 @@
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(DEFAULT_WALL_MATERIAL = 7500, "gold" = 750, "silver" = 1500, MAT_ALUMINIUM = 3750)
build_path = /obj/item/mecha_parts/mecha_equipment/repair_droid
/datum/design/item/mecha/combat_shield
@@ -597,7 +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(DEFAULT_WALL_MATERIAL = 8000, MAT_GOLD = 2000, MAT_ALUMINIUM = 3750, MAT_VERDANTIUM = 2500, MAT_GLASS = 3000)
build_path = /obj/item/mecha_parts/mecha_equipment/crisis_drone
/datum/design/item/mecha/rad_drone
@@ -605,7 +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(DEFAULT_WALL_MATERIAL = 8000, MAT_GOLD = 2000, MAT_ALUMINIUM = 2500, MAT_URANIUM = 1000, MAT_VERDANTIUM = 1000, MAT_GLASS = 3000)
build_path = /obj/item/mecha_parts/mecha_equipment/crisis_drone/rad
/datum/design/item/mecha/medanalyzer
@@ -613,7 +615,7 @@
desc = "An advanced mech-mounted device that is not quite as powerful as a stationary body scanner, though still suitably powerful."
id = "mech_med_analyzer"
req_tech = list(TECH_PHORON = 4, TECH_MAGNET = 5, TECH_BIO = 5, TECH_DATA = 4)
materials = list(MAT_PLASTEEL = 4500, MAT_GOLD = 2000, MAT_URANIUM = 3000, MAT_GLASS = 3000)
materials = list(MAT_ALUMINIUM = 4500, MAT_GOLD = 2000, MAT_URANIUM = 3000, MAT_GLASS = 3000)
build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool/medanalyzer
/datum/design/item/mecha/jetpack
@@ -622,7 +624,7 @@
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_ALUMINIUM = 7500, "silver" = 300, "glass" = 600)
/datum/design/item/mecha/phoron_generator
desc = "Phoron Reactor"
@@ -667,7 +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_ALUMINIUM = 5000, "silver" = 3000, DEFAULT_WALL_MATERIAL = 2000)
build_path = /obj/item/mecha_parts/mecha_equipment/tool/drill/bore
/datum/design/item/mecha/orescanner
@@ -675,7 +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_ALUMINIUM = 3000, MAT_COPPER = 1000, "glass" = 1000)
build_path = /obj/item/mecha_parts/mecha_equipment/tool/orescanner
/datum/design/item/mecha/advorescanner
@@ -683,7 +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_ALUMINIUM = 5000, "osmium" = 3000, "silver" = 1000)
build_path = /obj/item/mecha_parts/mecha_equipment/tool/orescanner/advanced
/datum/design/item/mecha/runningboard
@@ -755,15 +757,23 @@
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_ALUMINIUM = 7500, "silver" = 375, MAT_LEAD = 1250)
build_path = /obj/item/mecha_parts/mecha_equipment/generator/nuclear
/datum/design/item/mecha/speedboost_ripley
name = "Ripley Leg Actuator Overdrive"
desc = "System enhancements and overdrives to make a mech's legs move faster."
id = "mech_speedboost_ripley"
<<<<<<< HEAD
req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4, TECH_ENGINEERING = 4)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "silver" = 1000, "gold" = 1000)
||||||| parent of 4e5a8041e8... Merge pull request #9620 from VOREStation/upstream-merge-7811
req_tech = list( TECH_POWER = 5, TECH_MATERIAL = 4, TECH_ENGINEERING = 4)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "silver" = 1000, "gold" = 1000)
=======
req_tech = list( TECH_POWER = 5, TECH_MATERIAL = 4, TECH_ENGINEERING = 4)
materials = list(DEFAULT_WALL_MATERIAL = 10000, MAT_ALUMINIUM = 1000, "gold" = 1000)
>>>>>>> 4e5a8041e8... Merge pull request #9620 from VOREStation/upstream-merge-7811
build_path = /obj/item/mecha_parts/mecha_equipment/speedboost
/datum/design/item/synthetic_flash
@@ -789,7 +799,7 @@
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_ALUMINIUM = 9000, "silver" = 3000, "phoron" = 3000, "osmium" = 1000)
build_path = /obj/item/weapon/vehicle_assembly/spacebike
/datum/design/item/mechfab/vehicle/quadbike_chassis
@@ -931,7 +941,7 @@
desc = "A compact cleaning-foam grenade system for a hardsuit."
id = "rig_grenade_cleanfoam"
req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2, TECH_POWER = 2)
materials = list(MAT_PLASTEEL = 2000, MAT_GLASS = 1000, MAT_GRAPHITE = 1500, MAT_PLASTIC = 750)
materials = list(MAT_ALUMINIUM = 2000, MAT_GLASS = 1000, MAT_GRAPHITE = 1500, MAT_PLASTIC = 750)
build_path = /obj/item/rig_module/cleaner_launcher
/datum/design/item/mechfab/rigsuit/taser
@@ -939,7 +949,7 @@
desc = "A compact taser system for a hardsuit."
id = "rig_gun_taser"
req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 3, TECH_MAGNET = 2, TECH_POWER = 3, TECH_COMBAT = 2)
materials = list(MAT_PLASTEEL = 2000, MAT_GRAPHITE = 1500, MAT_PLASTIC = 500)
materials = list(MAT_ALUMINIUM = 2000, MAT_GRAPHITE = 1500, MAT_PLASTIC = 500)
build_path = /obj/item/rig_module/mounted/taser
/datum/design/item/mechfab/rigsuit/egun
@@ -963,7 +973,7 @@
desc = "A compact overclocking system for a hardsuit."
id = "rig_component_sprinter"
req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 5, TECH_BIO = 4, TECH_POWER = 4)
materials = list(MAT_PLASTEEL = 2000, MAT_GRAPHITE = 1500, MAT_PLASTIC = 500, MAT_VERDANTIUM = 1000)
materials = list(MAT_ALUMINIUM = 2000, MAT_GRAPHITE = 1500, MAT_PLASTIC = 500, MAT_VERDANTIUM = 1000)
build_path = /obj/item/rig_module/sprinter
/datum/design/item/mechfab/rigsuit/meson
@@ -971,7 +981,7 @@
desc = "A compact meson visor for a hardsuit."
id = "rig_component_meson"
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 5, TECH_MAGNET = 3, TECH_POWER = 4)
materials = list(MAT_PLASTEEL = 2000, MAT_GRAPHITE = 1500, MAT_OSMIUM = 500)
materials = list(MAT_ALUMINIUM = 2000, MAT_GRAPHITE = 1500, MAT_OSMIUM = 500)
build_path = /obj/item/rig_module/vision/meson
/datum/design/item/mechfab/rigsuit/material
@@ -979,7 +989,7 @@
desc = "A compact material visor for a hardsuit."
id = "rig_component_material"
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 5, TECH_MAGNET = 3, TECH_POWER = 4)
materials = list(MAT_PLASTEEL = 2000, MAT_GRAPHITE = 1500, MAT_OSMIUM = 500)
materials = list(MAT_ALUMINIUM = 2000, MAT_GRAPHITE = 1500, MAT_OSMIUM = 500)
build_path = /obj/item/rig_module/vision/material
/datum/design/item/mechfab/rigsuit/nvg
@@ -987,7 +997,7 @@
desc = "A compact night-vision visor for a hardsuit."
id = "rig_component_nvg"
req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 6, TECH_MAGNET = 4, TECH_POWER = 5)
materials = list(MAT_PLASTEEL = 2000, MAT_GRAPHITE = 1500, MAT_OSMIUM = 500, MAT_URANIUM = 1000)
materials = list(MAT_ALUMINIUM = 2000, MAT_GRAPHITE = 1500, MAT_OSMIUM = 500, MAT_URANIUM = 1000)
build_path = /obj/item/rig_module/vision/nvg
/datum/design/item/mechfab/rigsuit/sechud
@@ -995,7 +1005,7 @@
desc = "A compact security visor for a hardsuit."
id = "rig_component_sechud"
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_MAGNET = 3, TECH_POWER = 2)
materials = list(MAT_PLASTEEL = 2000, MAT_GRAPHITE = 1500, MAT_PLASTIC = 500, MAT_SILVER = 500)
materials = list(MAT_ALUMINIUM = 2000, MAT_GRAPHITE = 1500, MAT_PLASTIC = 500, MAT_SILVER = 500)
build_path = /obj/item/rig_module/vision/sechud
/datum/design/item/mechfab/rigsuit/medhud
@@ -1003,7 +1013,7 @@
desc = "A compact medical visor for a hardsuit."
id = "rig_component_medhud"
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_MAGNET = 3, TECH_BIO = 2)
materials = list(MAT_PLASTEEL = 2000, MAT_GRAPHITE = 1500, MAT_PLASTIC = 500, MAT_SILVER = 500)
materials = list(MAT_ALUMINIUM = 2000, MAT_GRAPHITE = 1500, MAT_PLASTIC = 500, MAT_SILVER = 500)
build_path = /obj/item/rig_module/vision/medhud
/datum/design/item/mechfab/rigsuit/voice
@@ -1035,7 +1045,7 @@
desc = "A compact chemical injector network for a hardsuit."
id = "rig_component_chemicals"
req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 5, TECH_MAGNET = 5, TECH_BIO = 4)
materials = list(MAT_PLASTEEL = 3000, MAT_GRAPHITE = 2000, MAT_PLASTIC = 3500, MAT_SILVER = 1750, MAT_GOLD = 1250)
materials = list(MAT_ALUMINIUM = 3000, MAT_GRAPHITE = 2000, MAT_PLASTIC = 3500, MAT_SILVER = 1750, MAT_GOLD = 1250)
build_path = /obj/item/rig_module/chem_dispenser/injector/advanced/empty
/datum/design/item/mechfab/rigsuit/teleporter
@@ -1052,7 +1062,7 @@
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_ALUMINIUM = 5000, "glass" = 6000, MAT_COPPER = 4000)
// Exosuit Internals
@@ -1074,7 +1084,7 @@
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_ALUMINIUM = 5000, MAT_PLASTIC = 3000)
build_path = /obj/item/mecha_parts/component/armor/lightweight
/datum/design/item/mechfab/exointernal/reinf_armor

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@@ -347,6 +347,7 @@
#include "code\datums\autolathe\engineering_vr.dm"
#include "code\datums\autolathe\general.dm"
#include "code\datums\autolathe\general_vr.dm"
#include "code\datums\autolathe\materials.dm"
#include "code\datums\autolathe\medical.dm"
#include "code\datums\autolathe\medical_vr.dm"
#include "code\datums\autolathe\tools.dm"