Merge branch 'master' into upstream-merge-10207

This commit is contained in:
Razgriz
2021-04-30 22:24:39 -07:00
committed by GitHub
136 changed files with 5849 additions and 5484 deletions

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@@ -0,0 +1,63 @@
#define DEFAULT_TABLE_MATERIAL "plastic"
#define DEFAULT_WALL_MATERIAL "steel"
#define MAT_IRON "iron"
#define MAT_MARBLE "marble"
#define MAT_STEEL "steel"
#define MAT_PLASTIC "plastic"
#define MAT_GLASS "glass"
#define MAT_SILVER "silver"
#define MAT_GOLD "gold"
#define MAT_URANIUM "uranium"
#define MAT_TITANIUM "titanium"
#define MAT_PHORON "phoron"
#define MAT_DIAMOND "diamond"
#define MAT_SNOW "snow"
#define MAT_SNOWBRICK "packed snow"
#define MAT_WOOD "wood"
#define MAT_LOG "log"
#define MAT_SIFWOOD "alien wood"
#define MAT_SIFLOG "alien log"
#define MAT_STEELHULL "steel hull"
#define MAT_PLASTEEL "plasteel"
#define MAT_PLASTEELHULL "plasteel hull"
#define MAT_DURASTEEL "durasteel"
#define MAT_DURASTEELHULL "durasteel hull"
#define MAT_TITANIUMHULL "titanium hull"
#define MAT_VERDANTIUM "verdantium"
#define MAT_MORPHIUM "morphium"
#define MAT_MORPHIUMHULL "morphium hull"
#define MAT_VALHOLLIDE "valhollide"
#define MAT_LEAD "lead"
#define MAT_SUPERMATTER "supermatter"
#define MAT_METALHYDROGEN "mhydrogen"
#define MAT_OSMIUM "osmium"
#define MAT_GRAPHITE "graphite"
#define MAT_LEATHER "leather"
#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 MAT_SANDSTONE "sandstone"
#define SHARD_SHARD "shard"
#define SHARD_SHRAPNEL "shrapnel"
#define SHARD_STONE_PIECE "piece"
#define SHARD_SPLINTER "splinters"
#define SHARD_NONE ""
#define MATERIAL_UNMELTABLE 0x1
#define MATERIAL_BRITTLE 0x2
#define MATERIAL_PADDING 0x4
#define DEFAULT_TABLE_MATERIAL "plastic"
#define DEFAULT_WALL_MATERIAL "steel"
#define TABLE_BRITTLE_MATERIAL_MULTIPLIER 4 // Amount table damage is multiplied by if it is made of a brittle material (e.g. glass)

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@@ -121,65 +121,6 @@
#define WALL_CAN_OPEN 1
#define WALL_OPENING 2
#define DEFAULT_TABLE_MATERIAL "plastic"
#define DEFAULT_WALL_MATERIAL "steel"
#define MAT_IRON "iron"
#define MAT_MARBLE "marble"
#define MAT_STEEL "steel"
#define MAT_PLASTIC "plastic"
#define MAT_GLASS "glass"
#define MAT_SILVER "silver"
#define MAT_GOLD "gold"
#define MAT_URANIUM "uranium" //Did it
#define MAT_TITANIUM "titanium"
#define MAT_PHORON "phoron"
#define MAT_DIAMOND "diamond"
#define MAT_SNOW "snow"
#define MAT_WOOD "wood"
#define MAT_LOG "log"
#define MAT_SIFWOOD "alien wood"
#define MAT_SIFLOG "alien log"
#define MAT_STEELHULL "steel hull"
#define MAT_PLASTEEL "plasteel"
#define MAT_PLASTEELHULL "plasteel hull"
#define MAT_DURASTEEL "durasteel"
#define MAT_DURASTEELHULL "durasteel hull"
#define MAT_TITANIUMHULL "titanium hull"
#define MAT_VERDANTIUM "verdantium"
#define MAT_MORPHIUM "morphium"
#define MAT_MORPHIUMHULL "morphium hull"
#define MAT_VALHOLLIDE "valhollide"
#define MAT_LEAD "lead"
#define MAT_SUPERMATTER "supermatter"
#define MAT_METALHYDROGEN "mhydrogen"
#define MAT_OSMIUM "osmium"
#define MAT_GRAPHITE "graphite"
#define MAT_LEATHER "leather"
#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"
#define SHARD_STONE_PIECE "piece"
#define SHARD_SPLINTER "splinters"
#define SHARD_NONE ""
#define MATERIAL_UNMELTABLE 0x1
#define MATERIAL_BRITTLE 0x2
#define MATERIAL_PADDING 0x4
#define TABLE_BRITTLE_MATERIAL_MULTIPLIER 4 // Amount table damage is multiplied by if it is made of a brittle material (e.g. glass)
#define BOMBCAP_DVSTN_RADIUS (max_explosion_range/4)
#define BOMBCAP_HEAVY_RADIUS (max_explosion_range/2)
#define BOMBCAP_LIGHT_RADIUS max_explosion_range
@@ -504,3 +445,7 @@ GLOBAL_LIST_INIT(all_volume_channels, list(
#define APPEARANCECHANGER_CHANGED_EYES "Eye Color"
#define GET_DECL(D) (ispath(D, /decl) ? (decls_repository.fetched_decls[D] || decls_repository.get_decl(D)) : null)
#define LOADOUT_WHITELIST_OFF 0
#define LOADOUT_WHITELIST_LAX 1
#define LOADOUT_WHITELIST_STRICT 2

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@@ -2,11 +2,21 @@
* Highly Visible and Dangerous Weapons *
***************************************/
/datum/uplink_item/item/visible_weapons/holdout
name = "Holdout Phaser"
name = "Frontier Holdout"
item_cost = 30
path = /obj/item/weapon/gun/energy/locked/frontier/holdout/unlocked
/datum/uplink_item/item/visible_weapons/frontier
name = "Frontier Carbine"
name = "Frontier Phaser"
item_cost = 75
path = /obj/item/weapon/gun/energy/locked/frontier/unlocked
/datum/uplink_item/item/visible_weapons/carbine
name = "Frontier Carbine"
item_cost = 85
path = /obj/item/weapon/gun/energy/locked/frontier/carbine/unlocked
/datum/uplink_item/item/visible_weapons/rifle
name = "Frontier Marksman Rifle"
item_cost = 100
path = /obj/item/weapon/gun/energy/locked/frontier/rifle/unlocked

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@@ -634,10 +634,6 @@
model_text = "Exploration"
departments = list("Exploration","Expedition Medic","Old Exploration","No Change")
/obj/machinery/suit_cycler/exploration/Initialize()
species -= SPECIES_TESHARI
return ..()
/obj/machinery/suit_cycler/pilot
name = "Pilot suit cycler"
model_text = "Pilot"

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@@ -1,102 +0,0 @@
/* Glass stack types
* Contains:
* Glass sheets
* Reinforced glass sheets
* Phoron Glass Sheets
* Reinforced Phoron Glass Sheets (AKA Holy fuck strong windows)
* Glass shards - TODO: Move this into code/game/object/item/weapons
*/
/*
* Glass sheets
*/
/obj/item/stack/material/glass
name = "glass"
singular_name = "glass sheet"
icon_state = "sheet-glass"
var/is_reinforced = 0
default_type = "glass"
drop_sound = 'sound/items/drop/glass.ogg'
pickup_sound = 'sound/items/pickup/glass.ogg'
/obj/item/stack/material/glass/attack_self(mob/user as mob)
construct_window(user)
/obj/item/stack/material/glass/attackby(obj/item/W, mob/user)
..()
if(!is_reinforced)
if(istype(W,/obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if (get_amount() < 1 || CC.get_amount() < 5)
to_chat(user, "<span class='warning'>You need five lengths of coil and one sheet of glass to make wired glass.</span>")
return
CC.use(5)
use(1)
to_chat(user, "<span class='notice'>You attach wire to the [name].</span>")
new /obj/item/stack/light_w(user.loc)
else if(istype(W, /obj/item/stack/rods))
var/obj/item/stack/rods/V = W
if (V.get_amount() < 1 || get_amount() < 1)
to_chat(user, "<span class='warning'>You need one rod and one sheet of glass to make reinforced glass.</span>")
return
var/obj/item/stack/material/glass/reinforced/RG = new (user.loc)
RG.add_fingerprint(user)
RG.add_to_stacks(user)
var/obj/item/stack/material/glass/G = src
src = null
var/replace = (user.get_inactive_hand()==G)
V.use(1)
G.use(1)
if (!G && replace)
user.put_in_hands(RG)
/*
* Reinforced glass sheets
*/
/obj/item/stack/material/glass/reinforced
name = "reinforced glass"
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
default_type = "reinforced glass"
is_reinforced = 1
/*
* Phoron Glass sheets
*/
/obj/item/stack/material/glass/phoronglass
name = "phoron glass"
singular_name = "phoron glass sheet"
icon_state = "sheet-phoronglass"
default_type = "phoron glass"
/obj/item/stack/material/glass/phoronglass/attackby(obj/item/W, mob/user)
..()
if( istype(W, /obj/item/stack/rods) )
var/obj/item/stack/rods/V = W
var/obj/item/stack/material/glass/phoronrglass/RG = new (user.loc)
RG.add_fingerprint(user)
RG.add_to_stacks(user)
V.use(1)
var/obj/item/stack/material/glass/G = src
src = null
var/replace = (user.get_inactive_hand()==G)
G.use(1)
if (!G && !RG && replace)
user.put_in_hands(RG)
else
return ..()
/*
* Reinforced phoron glass sheets
*/
/obj/item/stack/material/glass/phoronrglass
name = "reinforced phoron glass"
singular_name = "reinforced phoron glass sheet"
icon_state = "sheet-phoronrglass"
default_type = "reinforced phoron glass"
is_reinforced = 1

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@@ -1,286 +0,0 @@
/obj/item/stack/animalhide
name = "hide"
desc = "The hide of some creature."
description_info = "Use something <b><font color='red'>sharp</font></b>, like a knife, to scrape the hairs/feathers/etc off this hide to prepare it for tanning."
icon_state = "sheet-hide"
drop_sound = 'sound/items/drop/cloth.ogg'
pickup_sound = 'sound/items/pickup/cloth.ogg'
amount = 1
max_amount = 20
stacktype = "hide"
no_variants = TRUE
// This needs to be very clearly documented for players. Whether it should stay in the main description is up for debate.
/obj/item/stack/animalhide/examine(var/mob/user)
. = ..()
. += description_info
/obj/item/stack/animalhide/human
name = "skin"
desc = "The by-product of sapient farming."
singular_name = "skin piece"
icon_state = "sheet-hide"
no_variants = FALSE
drop_sound = 'sound/items/drop/leather.ogg'
pickup_sound = 'sound/items/pickup/leather.ogg'
stacktype = "hide-human"
/obj/item/stack/animalhide/corgi
name = "corgi hide"
desc = "The by-product of corgi farming."
singular_name = "corgi hide piece"
icon_state = "sheet-corgi"
stacktype = "hide-corgi"
/obj/item/stack/animalhide/cat
name = "cat hide"
desc = "The by-product of cat farming."
singular_name = "cat hide piece"
icon_state = "sheet-cat"
stacktype = "hide-cat"
/obj/item/stack/animalhide/monkey
name = "monkey hide"
desc = "The by-product of monkey farming."
singular_name = "monkey hide piece"
icon_state = "sheet-monkey"
stacktype = "hide-monkey"
/obj/item/stack/animalhide/lizard
name = "lizard skin"
desc = "Sssssss..."
singular_name = "lizard skin piece"
icon_state = "sheet-lizard"
stacktype = "hide-lizard"
/obj/item/stack/animalhide/xeno
name = "alien hide"
desc = "The skin of a terrible creature."
singular_name = "alien hide piece"
icon_state = "sheet-xeno"
stacktype = "hide-xeno"
//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
/obj/item/stack/xenochitin
name = "alien chitin"
desc = "A piece of the hide of a terrible creature."
singular_name = "alien chitin piece"
icon = 'icons/mob/alien.dmi'
icon_state = "chitin"
stacktype = "hide-chitin"
/obj/item/xenos_claw
name = "alien claw"
desc = "The claw of a terrible creature."
icon = 'icons/mob/alien.dmi'
icon_state = "claw"
/obj/item/weed_extract
name = "weed extract"
desc = "A piece of slimy, purplish weed."
icon = 'icons/mob/alien.dmi'
icon_state = "weed_extract"
//Step one - dehairing.
/obj/item/stack/animalhide/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(has_edge(W) || is_sharp(W))
//visible message on mobs is defined as visible_message(var/message, var/self_message, var/blind_message)
user.visible_message("<span class='notice'>\The [user] starts cutting hair off \the [src]</span>", "<span class='notice'>You start cutting the hair off \the [src]</span>", "You hear the sound of a knife rubbing against flesh")
var/scraped = 0
while(amount > 0 && do_after(user, 2.5 SECONDS)) // 2.5s per hide
//Try locating an exisitng stack on the tile and add to there if possible
var/obj/item/stack/hairlesshide/H = null
for(var/obj/item/stack/hairlesshide/HS in user.loc) // Could be scraping something inside a locker, hence the .loc, not get_turf
if(HS.amount < HS.max_amount)
H = HS
break
// Either we found a valid stack, in which case increment amount,
// Or we need to make a new stack
if(istype(H))
H.amount++
else
H = new /obj/item/stack/hairlesshide(user.loc)
// Increment the amount
src.use(1)
scraped++
if(scraped)
to_chat(user, SPAN_NOTICE("You scrape the hair off [scraped] hide\s."))
else
..()
//Step two - washing..... it's actually in washing machine code, and ere.
/obj/item/stack/hairlesshide
name = "hairless hide"
desc = "This hide was stripped of it's hair, but still needs tanning."
description_info = "Get it <b><font color='blue'>wet</font></b> to continue tanning this into leather.<br>\
You could set it in a river, wash it with a sink, or just splash water on it with a bucket."
singular_name = "hairless hide piece"
icon_state = "sheet-hairlesshide"
no_variants = FALSE
max_amount = 20
stacktype = "hairlesshide"
/obj/item/stack/hairlesshide/examine(var/mob/user)
. = ..()
. += description_info
/obj/item/stack/hairlesshide/water_act(var/wateramount)
. = ..()
wateramount = min(amount, round(wateramount))
for(var/i in 1 to wateramount)
var/obj/item/stack/wetleather/H = null
for(var/obj/item/stack/wetleather/HS in get_turf(src)) // Doesn't have a user, can't just use their loc
if(HS.amount < HS.max_amount)
H = HS
break
// Either we found a valid stack, in which case increment amount,
// Or we need to make a new stack
if(istype(H))
H.amount++
else
H = new /obj/item/stack/wetleather(get_turf(src))
// Increment the amount
src.use(1)
/obj/item/stack/hairlesshide/proc/rapidcure(var/stacknum = 1)
stacknum = min(stacknum, amount)
while(stacknum)
var/obj/item/stack/wetleather/I = new /obj/item/stack/wetleather(get_turf(src))
if(istype(I))
I.dry()
use(1)
stacknum -= 1
//Step three - drying
/obj/item/stack/wetleather
name = "wet leather"
desc = "This leather has been cleaned but still needs to be dried."
description_info = "To finish tanning the leather, you need to dry it. \
You could place it under a <b><font color='red'>fire</font></b>, \
put it in a <b><font color='blue'>drying rack</font></b>, \
or build a <b><font color='brown'>tanning rack</font></b> from steel or wooden boards."
singular_name = "wet leather piece"
icon_state = "sheet-wetleather"
var/wetness = 30 //Reduced when exposed to high temperautres
var/drying_threshold_temperature = 500 //Kelvin to start drying
no_variants = FALSE
max_amount = 20
stacktype = "wetleather"
var/dry_type = /obj/item/stack/material/leather
/obj/item/stack/wetleather/examine(var/mob/user)
. = ..()
. += description_info
. += "\The [src] is [get_dryness_text()]."
/obj/item/stack/wetleather/proc/get_dryness_text()
if(wetness > 20)
return "wet"
if(wetness > 10)
return "damp"
if(wetness)
return "almost dry"
return "dry"
/obj/item/stack/wetleather/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
if(exposed_temperature >= drying_threshold_temperature)
wetness--
if(wetness == 0)
dry()
/obj/item/stack/wetleather/proc/dry()
var/obj/item/stack/material/leather/L = new(src.loc)
L.amount = amount
use(amount)
return L
/obj/item/stack/wetleather/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified)
. = ..()
if(.) // If it transfers any, do a weighted average of the wetness
var/obj/item/stack/wetleather/W = S
var/oldamt = W.amount - .
W.wetness = round(((oldamt * W.wetness) + (. * wetness)) / W.amount)
/obj/structure/tanning_rack
name = "tanning rack"
desc = "A rack used to stretch leather out and hold it taut during the tanning process."
icon = 'icons/obj/kitchen.dmi'
icon_state = "spike"
var/obj/item/stack/wetleather/drying = null
/obj/structure/tanning_rack/Initialize()
. = ..()
START_PROCESSING(SSobj, src) // SSObj fires ~every 2s , starting from wetness 30 takes ~1m
/obj/structure/tanning_rack/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/structure/tanning_rack/process()
if(drying && drying.wetness)
drying.wetness = max(drying.wetness - 1, 0)
if(!drying.wetness)
visible_message("The [drying] is dry!")
update_icon()
/obj/structure/tanning_rack/examine(var/mob/user)
. = ..()
if(drying)
. += "\The [drying] is [drying.get_dryness_text()]."
/obj/structure/tanning_rack/update_icon()
overlays.Cut()
if(drying)
var/image/I
if(drying.wetness)
I = image(icon, "leather_wet")
else
I = image(icon, "leather_dry")
add_overlay(I)
/obj/structure/tanning_rack/attackby(var/atom/A, var/mob/user)
if(istype(A, /obj/item/stack/wetleather))
if(!drying) // If not drying anything, start drying the thing
if(user.unEquip(A, target = src))
drying = A
else // Drying something, add if possible
var/obj/item/stack/wetleather/W = A
W.transfer_to(drying, W.amount, TRUE)
update_icon()
return TRUE
return ..()
/obj/structure/tanning_rack/attack_hand(var/mob/user)
if(drying)
var/obj/item/stack/S = drying
if(!drying.wetness) // If it's dry, make a stack of dry leather and prepare to put that in their hands
var/obj/item/stack/material/leather/L = new(src)
L.amount = drying.amount
drying.use(drying.amount)
S = L
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(!H.put_in_any_hand_if_possible(S))
S.forceMove(get_turf(src))
else
S.forceMove(get_turf(src))
drying = null
update_icon()
/obj/structure/tanning_rack/attack_robot(var/mob/user)
attack_hand(user) // That has checks to

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@@ -176,7 +176,6 @@
/obj/item/stack/marker_beacon/thirty,
/obj/item/weapon/material/knife/tacknife/survival,
/obj/item/weapon/material/knife/machete/deluxe,
/obj/item/weapon/gun/energy/locked/frontier/carbine,
/obj/item/clothing/accessory/holster/machete,
/obj/random/explorer_shield,
/obj/item/weapon/reagent_containers/food/snacks/liquidfood,

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@@ -8,5 +8,7 @@
traitors.spawn_uplink(H)
H.mind.tcrystals = DEFAULT_TELECRYSTAL_AMOUNT
H.mind.accept_tcrystals = 1
var/msg = "[key_name(usr)] has given [H.ckey] an uplink."
message_admins(msg)
else
to_chat(usr, "You do not have access to this command.")

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@@ -23,8 +23,18 @@
if(!islist(pref.alternate_languages)) pref.alternate_languages = list()
if(pref.species)
var/datum/species/S = GLOB.all_species[pref.species]
if(S && pref.alternate_languages.len > pref.numlanguage()) //CHOMPEdit
if(!istype(S))
return
if(pref.alternate_languages.len > pref.numlanguage()) //CHOMPEdit
pref.alternate_languages.len = pref.numlanguage() // Truncate to allowed length CHOMPEdit
// Sanitize illegal languages
for(var/language in pref.alternate_languages)
var/datum/language/L = GLOB.all_languages[language]
if((L.flags & RESTRICTED) || (!(language in S.secondary_langs) && !is_lang_whitelisted(pref.client, L)))
pref.alternate_languages -= language
if(isnull(pref.language_prefixes) || !pref.language_prefixes.len)
pref.language_prefixes = config.language_prefixes.Copy()
for(var/prefix in pref.language_prefixes)

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@@ -244,21 +244,12 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
pref.r_wing3 = sanitize_integer(pref.r_wing3, 0, 255, initial(pref.r_wing3))
pref.g_wing3 = sanitize_integer(pref.g_wing3, 0, 255, initial(pref.g_wing3))
pref.b_wing3 = sanitize_integer(pref.b_wing3, 0, 255, initial(pref.b_wing3))
if(pref.ear_style)
pref.ear_style = sanitize_inlist(pref.ear_style, ear_styles_list, initial(pref.ear_style))
var/datum/sprite_accessory/temp_ear_style = ear_styles_list[pref.ear_style]
if(temp_ear_style.apply_restrictions && (!(pref.species in temp_ear_style.species_allowed)))
pref.ear_style = initial(pref.ear_style)
if(pref.tail_style)
pref.tail_style = sanitize_inlist(pref.tail_style, tail_styles_list, initial(pref.tail_style))
var/datum/sprite_accessory/temp_tail_style = tail_styles_list[pref.tail_style]
if(temp_tail_style.apply_restrictions && (!(pref.species in temp_tail_style.species_allowed)))
pref.tail_style = initial(pref.tail_style)
if(pref.wing_style)
pref.wing_style = sanitize_inlist(pref.wing_style, wing_styles_list, initial(pref.wing_style))
var/datum/sprite_accessory/temp_wing_style = wing_styles_list[pref.wing_style]
if(temp_wing_style.apply_restrictions && (!(pref.species in temp_wing_style.species_allowed)))
pref.wing_style = initial(pref.wing_style)
if(get_ear_styles()[pref.ear_style])
pref.ear_style = initial(pref.ear_style)
if(get_wing_styles()[pref.wing_style])
pref.wing_style = initial(pref.wing_style)
if(get_tail_styles()[pref.tail_style])
pref.tail_style = initial(pref.tail_style)
// Moved from /datum/preferences/proc/copy_to()
/datum/category_item/player_setup_item/general/body/copy_to_mob(var/mob/living/carbon/human/character)
@@ -705,7 +696,15 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
reset_limbs() // Safety for species with incompatible manufacturers; easier than trying to do it case by case.
pref.body_markings.Cut() // Basically same as above.
// Sanitize ear/wing/tail styles
if(get_ear_styles()[pref.ear_style])
pref.ear_style = initial(pref.ear_style)
if(get_wing_styles()[pref.wing_style])
pref.wing_style = initial(pref.wing_style)
if(get_tail_styles()[pref.tail_style])
pref.tail_style = initial(pref.tail_style)
var/min_age = get_min_age()
var/max_age = get_max_age()
pref.age = max(min(pref.age, max_age), min_age)
@@ -1172,11 +1171,7 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
else if(href_list["ear_style"])
// Construct the list of names allowed for this user.
var/list/pretty_ear_styles = list("Normal" = null)
for(var/path in ear_styles_list)
var/datum/sprite_accessory/ears/instance = ear_styles_list[path]
if(((!instance.ckeys_allowed) || (usr.ckey in instance.ckeys_allowed)) && ((!instance.apply_restrictions) || (pref.species in instance.species_allowed)) || check_rights(R_ADMIN | R_EVENT | R_FUN, 0, user)) //VOREStation Edit
pretty_ear_styles[instance.name] = path
var/list/pretty_ear_styles = get_ear_styles()
// Present choice to user
var/new_ear_style = input(user, "Pick ears", "Character Preference", pref.ear_style) as null|anything in pretty_ear_styles
@@ -1214,11 +1209,7 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
else if(href_list["tail_style"])
// Construct the list of names allowed for this user.
var/list/pretty_tail_styles = list("Normal" = null)
for(var/path in tail_styles_list)
var/datum/sprite_accessory/tail/instance = tail_styles_list[path]
if(((!instance.ckeys_allowed) || (usr.ckey in instance.ckeys_allowed)) && ((!instance.apply_restrictions) || (pref.species in instance.species_allowed)) || check_rights(R_ADMIN | R_EVENT | R_FUN, 0, user)) //VOREStation Edit
pretty_tail_styles[instance.name] = path
var/list/pretty_tail_styles = get_tail_styles()
// Present choice to user
var/new_tail_style = input(user, "Pick tails", "Character Preference", pref.tail_style) as null|anything in pretty_tail_styles
@@ -1256,11 +1247,7 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
else if(href_list["wing_style"])
// Construct the list of names allowed for this user.
var/list/pretty_wing_styles = list("Normal" = null)
for(var/path in wing_styles_list)
var/datum/sprite_accessory/wing/instance = wing_styles_list[path]
if(((!instance.ckeys_allowed) || (usr.ckey in instance.ckeys_allowed)) && ((!instance.apply_restrictions) || (pref.species in instance.species_allowed)) || check_rights(R_ADMIN | R_EVENT | R_FUN, 0, user)) //VOREStation Edit
pretty_wing_styles[instance.name] = path
var/list/pretty_wing_styles = get_wing_styles()
// Present choice to user
var/new_wing_style = input(user, "Pick wings", "Character Preference", pref.wing_style) as null|anything in pretty_wing_styles
@@ -1390,3 +1377,26 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
user << browse(dat, "window=species;size=700x400")
/datum/category_item/player_setup_item/general/body/proc/get_tail_styles()
var/list/pretty_tail_styles = list("Normal" = null)
for(var/path in tail_styles_list)
var/datum/sprite_accessory/tail/instance = tail_styles_list[path]
if(((!instance.ckeys_allowed) || (pref.client.ckey in instance.ckeys_allowed)) && ((!instance.apply_restrictions) || (pref.species in instance.species_allowed)) || check_rights(R_ADMIN | R_EVENT | R_FUN, 0, pref.client)) //VOREStation Edit
pretty_tail_styles[instance.name] = path
return pretty_tail_styles
/datum/category_item/player_setup_item/general/body/proc/get_ear_styles()
var/list/pretty_ear_styles = list("Normal" = null)
for(var/path in ear_styles_list)
var/datum/sprite_accessory/ears/instance = ear_styles_list[path]
if(((!instance.ckeys_allowed) || (pref.client.ckey in instance.ckeys_allowed)) && ((!instance.apply_restrictions) || (pref.species in instance.species_allowed)) || check_rights(R_ADMIN | R_EVENT | R_FUN, 0, pref.client)) //VOREStation Edit
pretty_ear_styles[instance.name] = path
return pretty_ear_styles
/datum/category_item/player_setup_item/general/body/proc/get_wing_styles()
var/list/pretty_wing_styles = list("Normal" = null)
for(var/path in wing_styles_list)
var/datum/sprite_accessory/wing/instance = wing_styles_list[path]
if(((!instance.ckeys_allowed) || (pref.client.ckey in instance.ckeys_allowed)) && ((!instance.apply_restrictions) || (pref.species in instance.species_allowed)) || check_rights(R_ADMIN | R_EVENT | R_FUN, 0, pref.client)) //VOREStation Edit
pretty_wing_styles[instance.name] = path
return pretty_wing_styles

View File

@@ -62,12 +62,16 @@ var/list/gear_datums = list()
/datum/category_item/player_setup_item/loadout/proc/valid_gear_choices(var/max_cost)
. = list()
var/mob/preference_mob = preference_mob()
var/mob/preference_mob = preference_mob() //VOREStation Add
for(var/gear_name in gear_datums)
var/datum/gear/G = gear_datums[gear_name]
if(G.whitelisted && !is_alien_whitelisted(preference_mob, GLOB.all_species[G.whitelisted]))
continue
if(G.whitelisted && config.loadout_whitelist != LOADOUT_WHITELIST_OFF)
if(config.loadout_whitelist == LOADOUT_WHITELIST_STRICT && G.whitelisted != pref.species)
continue
if(config.loadout_whitelist == LOADOUT_WHITELIST_LAX && !is_alien_whitelisted(preference_mob(), GLOB.all_species[G.whitelisted]))
continue
if(max_cost && G.cost > max_cost)
continue
//VOREStation Edit Start

View File

@@ -571,6 +571,12 @@
ckeywhitelist = list("luminescentring")
character_name = list("Briana Moore")
/datum/gear/fluff/entchtut_medal
path = /obj/item/clothing/accessory/medal/conduct
display_name = "Entchtut's Conduct Medal"
ckeywhitelist = list("littlebigkid2000")
character_name = list("Entchtut Cenein")
// M CKEYS
/datum/gear/fluff/phi_box
path = /obj/item/weapon/storage/box/fluff/phi
@@ -739,6 +745,18 @@
character_name = list("Clara Mali")
cost = 1
/datum/gear/fluff/luna_sci_medal
path = /obj/item/clothing/accessory/medal/nobel_science
display_name = "LUNA's Nobel Science Award"
ckeywhitelist = list("residentcody")
character_name = list("LUNA")
/datum/gear/fluff/luna_conduct_medal
path = /obj/item/clothing/accessory/medal/conduct
display_name = "LUNA's Distinguished Conduct Medal"
ckeywhitelist = list("residentcody")
character_name = list("LUNA")
/datum/gear/fluff/nikki_dorky_outfit
path = /obj/item/weapon/storage/box/fluff
display_name = "Nikki's Witchy Outfit"

View File

@@ -129,6 +129,7 @@
for(var/datum/category_item/player_setup_item/PI in items)
PI.load_character(S)
/datum/category_group/player_setup_category/proc/save_character(var/savefile/S)
// Sanitize all data, then save it
for(var/datum/category_item/player_setup_item/PI in items)

View File

@@ -176,8 +176,8 @@ datum/preferences
if(!IsGuestKey(C.key))
load_path(C.ckey)
if(load_preferences())
if(load_character())
return
load_character()
/datum/preferences/Destroy()
. = ..()

View File

@@ -82,10 +82,8 @@
player_setup.load_character(S)
S.cd = "/character[default_slot]"
player_setup.save_character(S)
sanitize_preferences()
player_setup.load_character(S)
clear_character_previews() // Recalculate them on next show
clear_character_previews() // VOREStation Edit
return 1
/datum/preferences/proc/save_character()

View File

@@ -1,6 +1,27 @@
//Hardsuits
/obj/item/weapon/rig/ch //Some blank bs
desc = "This is a dev item and should not be spawned."
chest_type = /obj/item/clothing/suit/space/rig/ch
helm_type = /obj/item/clothing/head/helmet/space/rig/ch
glove_type = /obj/item/clothing/gloves/gauntlets/rig/ch
boot_type = /obj/item/clothing/shoes/magboots/rig/ch
/obj/item/clothing/suit/space/rig/ch
icon = 'icons/obj/clothing/spacesuits_ch.dmi'
/obj/item/clothing/head/helmet/space/rig/ch
icon = 'icons/obj/clothing/hats_ch.dmi'
/obj/item/clothing/gloves/gauntlets/rig/ch
icon = 'icons/obj/clothing/gloves_ch.dmi'
/obj/item/clothing/shoes/magboots/rig/ch
icon = 'icons/obj/clothing/shoes_ch.dmi'
//A second security suit. Comes with a grenade launcher that only accepts flashbangs and adds a new sprinter and flash modules.
/obj/item/weapon/rig/pursuit
/obj/item/weapon/rig/ch/pursuit
name = "pursuit hardsuit control module"
suit_type = "pursuit hardsuit"
desc = "A Security hardsuit designed for chasing down the grey tide."
@@ -10,7 +31,6 @@
offline_slowdown = 3
offline_vision_restriction = 1
siemens_coefficient= 0.7
chest_type = /obj/item/clothing/suit/space/rig/ch
helm_type = /obj/item/clothing/head/helmet/space/rig/ch/pursuit
allowed = list(
@@ -25,7 +45,6 @@
req_access = list(access_hos)
req_one_access = list()
/obj/item/weapon/rig/pursuit/equipped
initial_modules = list(
@@ -36,6 +55,7 @@
/obj/item/rig_module/mounted/taser
)
//Camera networks and light_overlay which is for your HUD icon when you turn your suit light on. This is important, ties into the helm_type var that your suit will probably need.
/obj/item/clothing/head/helmet/space/rig/ch/pursuit
light_overlay = "hardhat_light"
@@ -49,8 +69,11 @@
////////////////////////////////////////////////////////////////////////////////////////
//Backend stuff to make the sprites work. Copied and pasted from rig_pieces_vr.dm, but added ch to everything. Only reason for this to be touched is to add or remove species. This might just need to go in a new file named rig_pieces_ch.dm, but whatever, it's fine here. This is for our rigs, I'll just leave it here..
/obj/item/clothing/head/helmet/space/rig/ch
sprite_sheets = list(
SPECIES_HUMAN = 'icons/mob/head_ch.dmi',

View File

@@ -19,14 +19,14 @@
/obj/item/clothing/head/radiation
sprite_sheets = list(
SPECIES_TESHARI = 'icons/mob/species/teshari/helmet_vr.dmi',
SPECIES_TESHARI = 'icons/mob/species/teshari/head_ch.dmi', //CHOMPstation edit, using our overwrite icons
SPECIES_VOX = 'icons/mob/species/vox/head.dmi',
SPECIES_WEREBEAST = 'icons/mob/species/werebeast/head.dmi'
)
/obj/item/clothing/suit/radiation
sprite_sheets = list(
SPECIES_TESHARI = 'icons/mob/species/teshari/suit_vr.dmi',
SPECIES_TESHARI = 'icons/mob/species/teshari/suit_ch.dmi', //CHOMPstation edit, using our overwrite icons
SPECIES_VOX = 'icons/mob/species/vox/suit.dmi',
SPECIES_WEREBEAST = 'icons/mob/species/werebeast/suit.dmi'
)

View File

@@ -1,98 +1,98 @@
/*****************************Money bag********************************/
/obj/item/weapon/moneybag
icon = 'icons/obj/storage.dmi'
name = "Money bag"
icon_state = "moneybag"
force = 10.0
throwforce = 2.0
w_class = ITEMSIZE_LARGE
/obj/item/weapon/moneybag/attack_hand(user as mob)
var/amt_gold = 0
var/amt_silver = 0
var/amt_diamond = 0
var/amt_iron = 0
var/amt_phoron = 0
var/amt_uranium = 0
for (var/obj/item/weapon/coin/C in contents)
if (istype(C,/obj/item/weapon/coin/diamond))
amt_diamond++;
if (istype(C,/obj/item/weapon/coin/phoron))
amt_phoron++;
if (istype(C,/obj/item/weapon/coin/iron))
amt_iron++;
if (istype(C,/obj/item/weapon/coin/silver))
amt_silver++;
if (istype(C,/obj/item/weapon/coin/gold))
amt_gold++;
if (istype(C,/obj/item/weapon/coin/uranium))
amt_uranium++;
var/dat = text("<b>The contents of the moneybag reveal...</b><br>")
if (amt_gold)
dat += text("Gold coins: [amt_gold] <A href='?src=\ref[src];remove=gold'>Remove one</A><br>")
if (amt_silver)
dat += text("Silver coins: [amt_silver] <A href='?src=\ref[src];remove=silver'>Remove one</A><br>")
if (amt_iron)
dat += text("Metal coins: [amt_iron] <A href='?src=\ref[src];remove=iron'>Remove one</A><br>")
if (amt_diamond)
dat += text("Diamond coins: [amt_diamond] <A href='?src=\ref[src];remove=diamond'>Remove one</A><br>")
if (amt_phoron)
dat += text("Phoron coins: [amt_phoron] <A href='?src=\ref[src];remove=phoron'>Remove one</A><br>")
if (amt_uranium)
dat += text("Uranium coins: [amt_uranium] <A href='?src=\ref[src];remove=uranium'>Remove one</A><br>")
user << browse("[dat]", "window=moneybag")
/obj/item/weapon/moneybag/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/coin))
var/obj/item/weapon/coin/C = W
to_chat(user, "<font color='blue'>You add the [C.name] into the bag.</font>")
usr.drop_item()
contents += C
if (istype(W, /obj/item/weapon/moneybag))
var/obj/item/weapon/moneybag/C = W
for (var/obj/O in C.contents)
contents += O;
to_chat(user, "<font color='blue'>You empty the [C.name] into the bag.</font>")
return
/obj/item/weapon/moneybag/Topic(href, href_list)
if(..())
return 1
usr.set_machine(src)
src.add_fingerprint(usr)
if(href_list["remove"])
var/obj/item/weapon/coin/COIN
switch(href_list["remove"])
if("gold")
COIN = locate(/obj/item/weapon/coin/gold,src.contents)
if("silver")
COIN = locate(/obj/item/weapon/coin/silver,src.contents)
if("iron")
COIN = locate(/obj/item/weapon/coin/iron,src.contents)
if("diamond")
COIN = locate(/obj/item/weapon/coin/diamond,src.contents)
if("phoron")
COIN = locate(/obj/item/weapon/coin/phoron,src.contents)
if("uranium")
COIN = locate(/obj/item/weapon/coin/uranium,src.contents)
if(!COIN)
return
COIN.loc = src.loc
return
/obj/item/weapon/moneybag/vault
/obj/item/weapon/moneybag/vault/New()
..()
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/gold(src)
/*****************************Money bag********************************/
/obj/item/weapon/moneybag
icon = 'icons/obj/storage.dmi'
name = "Money bag"
icon_state = "moneybag"
force = 10.0
throwforce = 2.0
w_class = ITEMSIZE_LARGE
/obj/item/weapon/moneybag/attack_hand(user as mob)
var/amt_gold = 0
var/amt_silver = 0
var/amt_diamond = 0
var/amt_iron = 0
var/amt_phoron = 0
var/amt_uranium = 0
for (var/obj/item/weapon/coin/C in contents)
if (istype(C,/obj/item/weapon/coin/diamond))
amt_diamond++;
if (istype(C,/obj/item/weapon/coin/phoron))
amt_phoron++;
if (istype(C,/obj/item/weapon/coin/iron))
amt_iron++;
if (istype(C,/obj/item/weapon/coin/silver))
amt_silver++;
if (istype(C,/obj/item/weapon/coin/gold))
amt_gold++;
if (istype(C,/obj/item/weapon/coin/uranium))
amt_uranium++;
var/dat = text("<b>The contents of the moneybag reveal...</b><br>")
if (amt_gold)
dat += text("Gold coins: [amt_gold] <A href='?src=\ref[src];remove=gold'>Remove one</A><br>")
if (amt_silver)
dat += text("Silver coins: [amt_silver] <A href='?src=\ref[src];remove=silver'>Remove one</A><br>")
if (amt_iron)
dat += text("Metal coins: [amt_iron] <A href='?src=\ref[src];remove=iron'>Remove one</A><br>")
if (amt_diamond)
dat += text("Diamond coins: [amt_diamond] <A href='?src=\ref[src];remove=diamond'>Remove one</A><br>")
if (amt_phoron)
dat += text("Phoron coins: [amt_phoron] <A href='?src=\ref[src];remove=phoron'>Remove one</A><br>")
if (amt_uranium)
dat += text("Uranium coins: [amt_uranium] <A href='?src=\ref[src];remove=uranium'>Remove one</A><br>")
user << browse("[dat]", "window=moneybag")
/obj/item/weapon/moneybag/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/coin))
var/obj/item/weapon/coin/C = W
to_chat(user, "<font color='blue'>You add the [C.name] into the bag.</font>")
usr.drop_item()
contents += C
if (istype(W, /obj/item/weapon/moneybag))
var/obj/item/weapon/moneybag/C = W
for (var/obj/O in C.contents)
contents += O;
to_chat(user, "<font color='blue'>You empty the [C.name] into the bag.</font>")
return
/obj/item/weapon/moneybag/Topic(href, href_list)
if(..())
return 1
usr.set_machine(src)
src.add_fingerprint(usr)
if(href_list["remove"])
var/obj/item/weapon/coin/COIN
switch(href_list["remove"])
if("gold")
COIN = locate(/obj/item/weapon/coin/gold,src.contents)
if("silver")
COIN = locate(/obj/item/weapon/coin/silver,src.contents)
if("iron")
COIN = locate(/obj/item/weapon/coin/iron,src.contents)
if("diamond")
COIN = locate(/obj/item/weapon/coin/diamond,src.contents)
if("phoron")
COIN = locate(/obj/item/weapon/coin/phoron,src.contents)
if("uranium")
COIN = locate(/obj/item/weapon/coin/uranium,src.contents)
if(!COIN)
return
COIN.loc = src.loc
return
/obj/item/weapon/moneybag/vault
/obj/item/weapon/moneybag/vault/New()
..()
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/gold(src)
new /obj/item/weapon/coin/gold(src)

View File

@@ -30,7 +30,7 @@
description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
then click where you want to fire. Most energy weapons can fire through windows harmlessly. To recharge this weapon, use a weapon recharger."
/obj/item/weapon/gun/energy/gun/stunrevolver
/obj/item/weapon/gun/energy/stunrevolver
description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
then click where you want to fire. Most energy weapons can fire through windows harmlessly. To recharge this weapon, use a weapon recharger."

View File

@@ -341,20 +341,20 @@
. = ..()
reagents.add_reagent("absinthe", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/melonliquor
name = "Emeraldine Melon Liquor"
/obj/item/weapon/reagent_containers/food/drinks/bottle/melonliquor //MODIFIED ON 04/21/2021
name = "Emeraldine Melon Liqueur"
desc = "A bottle of 46 proof Emeraldine Melon Liquor. Sweet and light."
icon_state = "alco-green" //Placeholder.
icon_state = "melon_liqueur"
center_of_mass = list("x"=16, "y"=6)
/obj/item/weapon/reagent_containers/food/drinks/bottle/melonliquor/Initialize()
. = ..()
reagents.add_reagent("melonliquor", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/bluecuracao
/obj/item/weapon/reagent_containers/food/drinks/bottle/bluecuracao //MODIFIED ON 04/21/2021
name = "Miss Blue Curacao"
desc = "A fruity, exceptionally azure drink. Does not allow the imbiber to use the fifth magic."
icon_state = "alco-blue" //Placeholder.
icon_state = "blue_curacao"
center_of_mass = list("x"=16, "y"=6)
/obj/item/weapon/reagent_containers/food/drinks/bottle/bluecuracao/Initialize()
@@ -371,36 +371,6 @@
. = ..()
reagents.add_reagent("grenadine", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/cola
name = "\improper Space Cola"
desc = "Cola. in space"
icon_state = "colabottle"
center_of_mass = list("x"=16, "y"=6)
/obj/item/weapon/reagent_containers/food/drinks/bottle/cola/Initialize()
. = ..()
reagents.add_reagent("cola", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/space_up
name = "\improper Space-Up"
desc = "Tastes like a hull breach in your mouth."
icon_state = "space-up_bottle"
center_of_mass = list("x"=16, "y"=6)
/obj/item/weapon/reagent_containers/food/drinks/bottle/space_up/Initialize()
. = ..()
reagents.add_reagent("space_up", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/space_mountain_wind
name = "\improper Space Mountain Wind"
desc = "Blows right through you like a space wind."
icon_state = "space_mountain_wind_bottle"
center_of_mass = list("x"=16, "y"=6)
/obj/item/weapon/reagent_containers/food/drinks/bottle/space_mountain_wind/Initialize()
. = ..()
reagents.add_reagent("spacemountainwind", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/pwine
name = "Warlock's Velvet"
desc = "What a delightful packaging for a surely high quality wine! The vintage must be amazing!"
@@ -421,7 +391,107 @@
. = ..()
reagents.add_reagent("unathiliquor", 100)
//////////////////////////JUICES AND STUFF ///////////////////////
/obj/item/weapon/reagent_containers/food/drinks/bottle/sake
name = "Mono-No-Aware Luxury Sake"
desc = "Dry alcohol made from rice, a favorite of businessmen."
icon_state = "sakebottle"
center_of_mass = list("x"=16, "y"=3)
/obj/item/weapon/reagent_containers/food/drinks/bottle/sake/Initialize()
. = ..()
reagents.add_reagent("sake", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/champagne
name = "Gilthari Luxury Champagne"
desc = "For those special occassions."
icon_state = "champagne"
center_of_mass = list("x"=16, "y"=3)
/obj/item/weapon/reagent_containers/food/drinks/bottle/champagne/Initialize()
. = ..()
reagents.add_reagent("champagne", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/peppermintschnapps
name = "Dr. Bone's Peppermint Schnapps"
desc = "A flavoured grain liqueur with a fresh, minty taste."
icon_state = "schnapps_pep"
center_of_mass = list("x"=16, "y"=3)
/obj/item/weapon/reagent_containers/food/drinks/bottle/peppermintschnapps/Initialize()
. = ..()
reagents.add_reagent("schnapps_pep", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/peachschnapps
name = "Dr. Bone's Peach Schnapps"
desc = "A flavoured grain liqueur with a fruity peach taste."
icon_state = "schnapps_pea"
center_of_mass = list("x"=16, "y"=3)
/obj/item/weapon/reagent_containers/food/drinks/bottle/peachschnapps/Initialize()
. = ..()
reagents.add_reagent("schnapps_pea", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/lemonadeschnapps
name = "Dr. Bone's Lemonade Schnapps"
desc = "A flavoured grain liqueur with a sweetish, lemon taste."
icon_state = "schnapps_lem"
center_of_mass = list("x"=16, "y"=3)
/obj/item/weapon/reagent_containers/food/drinks/bottle/lemonadeschnapps/Initialize()
. = ..()
reagents.add_reagent("schnapps_lem", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/jager
name = "Schusskonig"
desc = "A complex tasting digestif. Thank god the original's trademark lapsed."
icon_state = "jager_bottle"
center_of_mass = list("x"=16, "y"=3)
/obj/item/weapon/reagent_containers/food/drinks/bottle/jager/Initialize()
. = ..()
reagents.add_reagent("jager", 100)
//////////////////////////JUICES AND STUFF///////////////////////
/obj/item/weapon/reagent_containers/food/drinks/bottle/cola //MODIFIED ON 04/21/2021
name = "\improper two-liter Space Cola"
desc = "Cola. In space."
icon_state = "colabottle"
center_of_mass = list("x"=16, "y"=6)
/obj/item/weapon/reagent_containers/food/drinks/bottle/cola/Initialize()
. = ..()
reagents.add_reagent("cola", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/space_up //MODIFIED ON 04/21/2021
name = "\improper two-liter Space-Up"
desc = "Tastes like a hull breach in your mouth."
icon_state = "space-up_bottle"
center_of_mass = list("x"=16, "y"=6)
/obj/item/weapon/reagent_containers/food/drinks/bottle/space_up/Initialize()
. = ..()
reagents.add_reagent("space_up", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/space_mountain_wind //MODIFIED ON 04/21/2021
name = "\improper two-liter Space Mountain Wind"
desc = "Blows right through you like a space wind."
icon_state = "space_mountain_wind_bottle"
center_of_mass = list("x"=16, "y"=6)
/obj/item/weapon/reagent_containers/food/drinks/bottle/space_mountain_wind/Initialize()
. = ..()
reagents.add_reagent("spacemountainwind", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/dr_gibb //ADDED ON 04/21/2021
name = "\improper two-liter Dr. Gibb"
desc = "A delicious mixture of 42 different flavors."
icon_state = "dr_gibb_bottle"
center_of_mass = list("x"=16, "y"=6)
/obj/item/weapon/reagent_containers/food/drinks/bottle/dr_gibb/Initialize()
. = ..()
reagents.add_reagent("dr_gibb", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/orangejuice
name = "Orange Juice"
@@ -507,7 +577,8 @@
. = ..()
reagents.add_reagent("lemonjuice", 100)
//Small bottles
//////////////////////////SMALL BOTTLES///////////////////////
/obj/item/weapon/reagent_containers/food/drinks/bottle/small
volume = 50
smash_duration = 1
@@ -578,63 +649,3 @@
/obj/item/weapon/reagent_containers/food/drinks/bottle/small/ale/hushedwhisper/Initialize()
. = ..()
reagents.add_reagent("ale", 50)
/obj/item/weapon/reagent_containers/food/drinks/bottle/sake
name = "Mono-No-Aware Luxury Sake"
desc = "Dry alcohol made from rice, a favorite of businessmen."
icon_state = "sakebottle"
center_of_mass = list("x"=16, "y"=3)
/obj/item/weapon/reagent_containers/food/drinks/bottle/sake/Initialize()
. = ..()
reagents.add_reagent("sake", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/champagne
name = "Gilthari Luxury Champagne"
desc = "For those special occassions."
icon_state = "champagne"
center_of_mass = list("x"=16, "y"=3)
/obj/item/weapon/reagent_containers/food/drinks/bottle/champagne/Initialize()
. = ..()
reagents.add_reagent("champagne", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/peppermintschnapps
name = "Dr. Bone's Peppermint Schnapps"
desc = "A flavoured grain liqueur with a fresh, minty taste."
icon_state = "schnapps_pep"
center_of_mass = list("x"=16, "y"=3)
/obj/item/weapon/reagent_containers/food/drinks/bottle/peppermintschnapps/Initialize()
. = ..()
reagents.add_reagent("schnapps_pep", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/peachschnapps
name = "Dr. Bone's Peach Schnapps"
desc = "A flavoured grain liqueur with a fruity peach taste."
icon_state = "schnapps_pea"
center_of_mass = list("x"=16, "y"=3)
/obj/item/weapon/reagent_containers/food/drinks/bottle/peachschnapps/Initialize()
. = ..()
reagents.add_reagent("schnapps_pea", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/lemonadeschnapps
name = "Dr. Bone's Lemonade Schnapps"
desc = "A flavoured grain liqueur with a sweetish, lemon taste."
icon_state = "schnapps_lem"
center_of_mass = list("x"=16, "y"=3)
/obj/item/weapon/reagent_containers/food/drinks/bottle/lemonadeschnapps/Initialize()
. = ..()
reagents.add_reagent("schnapps_lem", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/jager
name = "Schusskonig"
desc = "A complex tasting digestif. Thank god the original's trademark lapsed."
icon_state = "jager_bottle"
center_of_mass = list("x"=16, "y"=3)
/obj/item/weapon/reagent_containers/food/drinks/bottle/jager/Initialize()
. = ..()
reagents.add_reagent("jager", 100)

View File

@@ -0,0 +1,19 @@
/obj/fiftyspawner/titanium
name = "stack of titanium"
type_to_spawn = /obj/item/stack/material/titanium
/obj/fiftyspawner/titanium_glass
name = "stack of ti-glass"
type_to_spawn = /obj/item/stack/material/glass/titanium
/obj/fiftyspawner/plastitanium
name = "stack of plastitanium"
type_to_spawn = /obj/item/stack/material/plastitanium
/obj/fiftyspawner/plastitanium_hull
name = "stack of plastitanium"
type_to_spawn = /obj/item/stack/material/plastitanium/hull
/obj/fiftyspawner/plastitanium_glass
name = "stack of plastitanium glass"
type_to_spawn = /obj/item/stack/material/glass/plastitanium

View File

@@ -1,279 +0,0 @@
/datum/material/proc/get_recipes()
if(!recipes)
generate_recipes()
return recipes
/datum/material/proc/generate_recipes()
recipes = list()
// If is_brittle() returns true, these are only good for a single strike.
recipes += new/datum/stack_recipe("[display_name] baseball bat", /obj/item/weapon/material/twohanded/baseballbat, 10, time = 20, one_per_turf = 0, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] ashtray", /obj/item/weapon/material/ashtray, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] spoon", /obj/item/weapon/material/kitchen/utensil/spoon/plastic, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] armor plate", /obj/item/weapon/material/armor_plating, 1, time = 20, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] armor plate insert", /obj/item/weapon/material/armor_plating/insert, 2, time = 40, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] grave marker", /obj/item/weapon/material/gravemarker, 5, time = 50, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] ring", /obj/item/clothing/gloves/ring/material, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] bracelet", /obj/item/clothing/accessory/bracelet/material, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
if(integrity>=50)
recipes += new/datum/stack_recipe("[display_name] door", /obj/structure/simple_door, 10, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] barricade", /obj/structure/barricade, 5, time = 50, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] stool", /obj/item/weapon/stool, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] chair", /obj/structure/bed/chair, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] bed", /obj/structure/bed, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] double bed", /obj/structure/bed/double, 4, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] wall girders", /obj/structure/girder, 2, time = 50, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
if(hardness>50)
recipes += new/datum/stack_recipe("[display_name] fork", /obj/item/weapon/material/kitchen/utensil/fork/plastic, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] knife", /obj/item/weapon/material/knife/plastic, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] blade", /obj/item/weapon/material/butterflyblade, 6, time = 20, one_per_turf = 0, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] defense wire", /obj/item/weapon/material/barbedwire, 10, time = 1 MINUTE, one_per_turf = 0, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
/datum/material/steel/generate_recipes()
..()
recipes += new/datum/stack_recipe_list("office chairs",list( \
new/datum/stack_recipe("dark office chair", /obj/structure/bed/chair/office/dark, 5, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("light office chair", /obj/structure/bed/chair/office/light, 5, one_per_turf = 1, on_floor = 1, recycle_material = "[name]") \
))
recipes += new/datum/stack_recipe_list("comfy chairs", list( \
new/datum/stack_recipe("beige comfy chair", /obj/structure/bed/chair/comfy/beige, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("black comfy chair", /obj/structure/bed/chair/comfy/black, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("brown comfy chair", /obj/structure/bed/chair/comfy/brown, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("lime comfy chair", /obj/structure/bed/chair/comfy/lime, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("teal comfy chair", /obj/structure/bed/chair/comfy/teal, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("red comfy chair", /obj/structure/bed/chair/comfy/red, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("blue comfy chair", /obj/structure/bed/chair/comfy/blue, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("purple comfy chair", /obj/structure/bed/chair/comfy/purp, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("green comfy chair", /obj/structure/bed/chair/comfy/green, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("yellow comfy chair", /obj/structure/bed/chair/comfy/yellow, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("orange comfy chair", /obj/structure/bed/chair/comfy/orange, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
))
recipes += new/datum/stack_recipe("table frame", /obj/structure/table, 1, time = 10, one_per_turf = 1, on_floor = 1, recycle_material = "[name]")
recipes += new/datum/stack_recipe("bench frame", /obj/structure/table/bench, 1, time = 10, one_per_turf = 1, on_floor = 1, recycle_material = "[name]")
recipes += new/datum/stack_recipe("rack", /obj/structure/table/rack, 1, time = 5, one_per_turf = 1, on_floor = 1, recycle_material = "[name]")
recipes += new/datum/stack_recipe("closet", /obj/structure/closet, 2, time = 15, one_per_turf = 1, on_floor = 1, recycle_material = "[name]")
recipes += new/datum/stack_recipe("canister", /obj/machinery/portable_atmospherics/canister, 10, time = 15, one_per_turf = 1, on_floor = 1, recycle_material = "[name]")
recipes += new/datum/stack_recipe("cannon frame", /obj/item/weapon/cannonframe, 10, time = 15, one_per_turf = 0, on_floor = 0, recycle_material = "[name]")
recipes += new/datum/stack_recipe("regular floor tile", /obj/item/stack/tile/floor, 1, 4, 20, recycle_material = "[name]")
recipes += new/datum/stack_recipe("roofing tile", /obj/item/stack/tile/roofing, 3, 4, 20, recycle_material = "[name]")
recipes += new/datum/stack_recipe("metal rod", /obj/item/stack/rods, 1, 2, 60, recycle_material = "[name]")
recipes += new/datum/stack_recipe("frame", /obj/item/frame, 5, time = 25, one_per_turf = 1, on_floor = 1, recycle_material = "[name]")
recipes += new/datum/stack_recipe("mirror frame", /obj/item/frame/mirror, 1, time = 5, one_per_turf = 0, on_floor = 1, recycle_material = "[name]")
recipes += new/datum/stack_recipe("fire extinguisher cabinet frame", /obj/item/frame/extinguisher_cabinet, 4, time = 5, one_per_turf = 0, on_floor = 1, recycle_material = "[name]")
//recipes += new/datum/stack_recipe("fire axe cabinet frame", /obj/item/frame/fireaxe_cabinet, 4, time = 5, one_per_turf = 0, on_floor = 1)
recipes += new/datum/stack_recipe("railing", /obj/structure/railing, 2, time = 50, one_per_turf = 0, on_floor = 1, recycle_material = "[name]")
recipes += new/datum/stack_recipe("turret frame", /obj/machinery/porta_turret_construct, 5, time = 25, one_per_turf = 1, on_floor = 1, recycle_material = "[name]")
recipes += new/datum/stack_recipe_list("airlock assemblies", list( \
new/datum/stack_recipe("standard airlock assembly", /obj/structure/door_assembly, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("command airlock assembly", /obj/structure/door_assembly/door_assembly_com, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("security airlock assembly", /obj/structure/door_assembly/door_assembly_sec, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("eng atmos airlock assembly", /obj/structure/door_assembly/door_assembly_eat, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("engineering airlock assembly", /obj/structure/door_assembly/door_assembly_eng, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("mining airlock assembly", /obj/structure/door_assembly/door_assembly_min, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("atmospherics airlock assembly", /obj/structure/door_assembly/door_assembly_atmo, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("research airlock assembly", /obj/structure/door_assembly/door_assembly_research, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("medical airlock assembly", /obj/structure/door_assembly/door_assembly_med, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("maintenance airlock assembly", /obj/structure/door_assembly/door_assembly_mai, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("external airlock assembly", /obj/structure/door_assembly/door_assembly_ext, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("freezer airlock assembly", /obj/structure/door_assembly/door_assembly_fre, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("airtight hatch assembly", /obj/structure/door_assembly/door_assembly_hatch, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("maintenance hatch assembly", /obj/structure/door_assembly/door_assembly_mhatch, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("high security airlock assembly", /obj/structure/door_assembly/door_assembly_highsecurity, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("voidcraft airlock assembly horizontal", /obj/structure/door_assembly/door_assembly_voidcraft, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("voidcraft airlock assembly vertical", /obj/structure/door_assembly/door_assembly_voidcraft/vertical, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("emergency shutter", /obj/structure/firedoor_assembly, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("multi-tile airlock assembly", /obj/structure/door_assembly/multi_tile, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
))
//recipes += new/datum/stack_recipe("IV drip", /obj/machinery/iv_drip, 4, time = 20, one_per_turf = 1, on_floor = 1, recycle_material = "[name]")//VOREStation Removal
recipes += new/datum/stack_recipe("medical stand", /obj/structure/medical_stand, 4, time = 20, one_per_turf = 1, on_floor = 1, recycle_material = "[name]")//VOREStation Replacement
recipes += new/datum/stack_recipe("conveyor switch", /obj/machinery/conveyor_switch, 2, time = 20, one_per_turf = 1, on_floor = 1, recycle_material = "[name]")
recipes += new/datum/stack_recipe("grenade casing", /obj/item/weapon/grenade/chem_grenade, recycle_material = "[name]")
recipes += new/datum/stack_recipe("light fixture frame", /obj/item/frame/light, 2, recycle_material = "[name]")
recipes += new/datum/stack_recipe("small light fixture frame", /obj/item/frame/light/small, 1, recycle_material = "[name]")
recipes += new/datum/stack_recipe("floor lamp fixture frame", /obj/machinery/light_construct/flamp, 2, recycle_material = "[name]")
recipes += new/datum/stack_recipe("apc frame", /obj/item/frame/apc, 2, recycle_material = "[name]")
recipes += new/datum/stack_recipe_list("modular computer frames", list( \
new/datum/stack_recipe("modular console frame", /obj/item/modular_computer/console, 20, recycle_material = "[name]"),\
new/datum/stack_recipe("modular telescreen frame", /obj/item/modular_computer/telescreen, 10, recycle_material = "[name]"),\
new/datum/stack_recipe("modular laptop frame", /obj/item/modular_computer/laptop, 10, recycle_material = "[name]"),\
new/datum/stack_recipe("modular tablet frame", /obj/item/modular_computer/tablet, 5, recycle_material = "[name]"),\
))
recipes += new/datum/stack_recipe_list("filing cabinets", list( \
new/datum/stack_recipe("filing cabinet", /obj/structure/filingcabinet, 4, time = 20, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("tall filing cabinet", /obj/structure/filingcabinet/filingcabinet, 4, time = 20, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
new/datum/stack_recipe("chest drawer", /obj/structure/filingcabinet/chestdrawer, 4, time = 20, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
))
recipes += new/datum/stack_recipe("desk bell", /obj/item/weapon/deskbell, 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("tanning rack", /obj/structure/tanning_rack, 3, one_per_turf = TRUE, time = 20, on_floor = TRUE, supplied_material = "[name]")
/datum/material/plasteel/generate_recipes()
..()
recipes += new/datum/stack_recipe("AI core", /obj/structure/AIcore, 4, time = 50, one_per_turf = 1, recycle_material = "[name]")
recipes += new/datum/stack_recipe("Metal crate", /obj/structure/closet/crate, 10, time = 50, one_per_turf = 1, recycle_material = "[name]")
recipes += new/datum/stack_recipe("knife grip", /obj/item/weapon/material/butterflyhandle, 4, time = 20, one_per_turf = 0, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("dark floor tile", /obj/item/stack/tile/floor/dark, 1, 4, 20, recycle_material = "[name]")
recipes += new/datum/stack_recipe("roller bed", /obj/item/roller, 5, time = 30, on_floor = 1, recycle_material = "[name]")
recipes += new/datum/stack_recipe("whetstone", /obj/item/weapon/whetstone, 2, time = 10, recycle_material = "[name]")
/datum/material/stone/generate_recipes()
..()
recipes += new/datum/stack_recipe("planting bed", /obj/machinery/portable_atmospherics/hydroponics/soil, 3, time = 10, one_per_turf = 1, on_floor = 1, recycle_material = "[name]")
/datum/material/stone/marble/generate_recipes()
..()
recipes += new/datum/stack_recipe("light marble floor tile", /obj/item/stack/tile/wmarble, 1, 4, 20, recycle_material = "[name]")
recipes += new/datum/stack_recipe("dark marble floor tile", /obj/item/stack/tile/bmarble, 1, 4, 20, recycle_material = "[name]")
/datum/material/plastic/generate_recipes()
..()
recipes += new/datum/stack_recipe("plastic crate", /obj/structure/closet/crate/plastic, 10, one_per_turf = 1, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("plastic bag", /obj/item/weapon/storage/bag/plasticbag, 3, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("blood pack", /obj/item/weapon/reagent_containers/blood/empty, 4, on_floor = 0, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("reagent dispenser cartridge (large)", /obj/item/weapon/reagent_containers/chem_disp_cartridge, 5, on_floor=0, pass_stack_color = TRUE, recycle_material = "[name]") // 500u
recipes += new/datum/stack_recipe("reagent dispenser cartridge (med)", /obj/item/weapon/reagent_containers/chem_disp_cartridge/medium, 3, on_floor=0, pass_stack_color = TRUE, recycle_material = "[name]") // 250u
recipes += new/datum/stack_recipe("reagent dispenser cartridge (small)", /obj/item/weapon/reagent_containers/chem_disp_cartridge/small, 1, on_floor=0, pass_stack_color = TRUE, recycle_material = "[name]") // 100u
recipes += new/datum/stack_recipe("white floor tile", /obj/item/stack/tile/floor/white, 1, 4, 20, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("freezer floor tile", /obj/item/stack/tile/floor/freezer, 1, 4, 20, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("shower curtain", /obj/structure/curtain, 4, time = 15, one_per_turf = 1, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("plastic flaps", /obj/structure/plasticflaps, 4, time = 25, one_per_turf = 1, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("water-cooler", /obj/structure/reagent_dispensers/water_cooler, 4, time = 10, one_per_turf = 1, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("lampshade", /obj/item/weapon/lampshade, 1, time = 1, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("plastic net", /obj/item/weapon/material/fishing_net, 25, time = 1 MINUTE, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("plastic fishtank", /obj/item/glass_jar/fish/plastic, 2, time = 30 SECONDS, recycle_material = "[name]")
recipes += new/datum/stack_recipe("reagent tubing", /obj/item/stack/hose, 1, 4, 20, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("Feeder", /obj/machinery/feeder, 4, time = 20, one_per_turf = 1, on_floor = 1, recycle_material = "[name]") //CHOMP Addition
/datum/material/wood/generate_recipes()
..()
recipes += new/datum/stack_recipe("oar", /obj/item/weapon/oar, 2, time = 30, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("boat", /obj/vehicle/boat, 20, time = 10 SECONDS, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("dragon boat", /obj/vehicle/boat/dragon, 50, time = 30 SECONDS, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("wooden sandals", /obj/item/clothing/shoes/sandal, 1, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("wood circlet", /obj/item/clothing/head/woodcirclet, 1, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("clipboard", /obj/item/weapon/clipboard, 1, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("wood floor tile", /obj/item/stack/tile/wood, 1, 4, 20, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("wooden chair", /obj/structure/bed/chair/wood, 3, time = 10, one_per_turf = 1, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("crossbow frame", /obj/item/weapon/crossbowframe, 5, time = 25, one_per_turf = 0, on_floor = 0, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("coffin", /obj/structure/closet/coffin, 5, time = 15, one_per_turf = 1, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("beehive assembly", /obj/item/beehive_assembly, 4, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("beehive frame", /obj/item/honey_frame, 1, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("book shelf", /obj/structure/bookcase, 5, time = 15, one_per_turf = 1, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("noticeboard frame", /obj/item/frame/noticeboard, 4, time = 5, one_per_turf = 0, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("wooden bucket", /obj/item/weapon/reagent_containers/glass/bucket/wood, 2, time = 4, one_per_turf = 0, on_floor = 0, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("coilgun stock", /obj/item/weapon/coilgun_assembly, 5, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("crude fishing rod", /obj/item/weapon/material/fishing_rod/built, 8, time = 10 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("wooden standup figure", /obj/structure/barricade/cutout, 5, time = 10 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]") //VOREStation Add
recipes += new/datum/stack_recipe("noticeboard", /obj/structure/noticeboard, 1, recycle_material = "[name]")
recipes += new/datum/stack_recipe("tanning rack", /obj/structure/tanning_rack, 3, one_per_turf = TRUE, time = 20, on_floor = TRUE, supplied_material = "[name]")
/datum/material/wood/log/generate_recipes()
recipes = list()
recipes += new/datum/stack_recipe("bonfire", /obj/structure/bonfire, 5, time = 50, supplied_material = "[name]", pass_stack_color = TRUE, recycle_material = "[name]")
/datum/material/cardboard/generate_recipes()
..()
recipes += new/datum/stack_recipe("box", /obj/item/weapon/storage/box, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("donut box", /obj/item/weapon/storage/box/donut/empty, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("egg box", /obj/item/weapon/storage/fancy/egg_box, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("light tubes box", /obj/item/weapon/storage/box/lights/tubes, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("light bulbs box", /obj/item/weapon/storage/box/lights/bulbs, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("mouse traps box", /obj/item/weapon/storage/box/mousetraps, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("cardborg suit", /obj/item/clothing/suit/cardborg, 3, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("cardborg helmet", /obj/item/clothing/head/cardborg, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("pizza box", /obj/item/pizzabox, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe_list("folders",list( \
new/datum/stack_recipe("blue folder", /obj/item/weapon/folder/blue, recycle_material = "[name]"), \
new/datum/stack_recipe("grey folder", /obj/item/weapon/folder, recycle_material = "[name]"), \
new/datum/stack_recipe("red folder", /obj/item/weapon/folder/red, recycle_material = "[name]"), \
new/datum/stack_recipe("white folder", /obj/item/weapon/folder/white, recycle_material = "[name]"), \
new/datum/stack_recipe("yellow folder", /obj/item/weapon/folder/yellow, recycle_material = "[name]"), \
))
/datum/material/snow/generate_recipes()
recipes = list()
recipes += new/datum/stack_recipe("snowball", /obj/item/weapon/material/snow/snowball, 1, time = 10, recycle_material = "[name]")
recipes += new/datum/stack_recipe("snow brick", /obj/item/stack/material/snowbrick, 2, time = 10, recycle_material = "[name]")
recipes += new/datum/stack_recipe("snowman", /obj/structure/snowman, 2, time = 15, recycle_material = "[name]")
recipes += new/datum/stack_recipe("snow robot", /obj/structure/snowman/borg, 2, time = 10, recycle_material = "[name]")
recipes += new/datum/stack_recipe("snow spider", /obj/structure/snowman/spider, 3, time = 20, recycle_material = "[name]")
/datum/material/snowbrick/generate_recipes()
recipes = list()
recipes += new/datum/stack_recipe("[display_name] door", /obj/structure/simple_door, 10, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] barricade", /obj/structure/barricade, 5, time = 50, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] stool", /obj/item/weapon/stool, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] chair", /obj/structure/bed/chair, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] bed", /obj/structure/bed, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] double bed", /obj/structure/bed/double, 4, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] wall girders", /obj/structure/girder, 2, time = 50, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] ashtray", /obj/item/weapon/material/ashtray, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
/datum/material/wood/sif/generate_recipes()
..()
recipes += new/datum/stack_recipe("alien wood floor tile", /obj/item/stack/tile/wood/sif, 1, 4, 20, pass_stack_color = TRUE)
for(var/datum/stack_recipe/r_recipe in recipes)
if(r_recipe.title == "wood floor tile")
recipes -= r_recipe
continue
if(r_recipe.title == "wooden chair")
recipes -= r_recipe
continue
/datum/material/supermatter/generate_recipes()
recipes = list()
recipes += new/datum/stack_recipe("supermatter shard", /obj/machinery/power/supermatter/shard, 30 , one_per_turf = 1, time = 600, on_floor = 1, recycle_material = "[name]")
/datum/material/cloth/generate_recipes()
recipes = list()
recipes += new/datum/stack_recipe("woven net", /obj/item/weapon/material/fishing_net, 10, time = 30 SECONDS, pass_stack_color = TRUE, supplied_material = "[name]")
recipes += new/datum/stack_recipe("bedsheet", /obj/item/weapon/bedsheet, 10, time = 30 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("uniform", /obj/item/clothing/under/color/white, 8, time = 15 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("foot wraps", /obj/item/clothing/shoes/footwraps, 2, time = 5 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("gloves", /obj/item/clothing/gloves/white, 2, time = 5 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("wig", /obj/item/clothing/head/powdered_wig, 4, time = 10 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("philosopher's wig", /obj/item/clothing/head/philosopher_wig, 50, time = 2 MINUTES, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("taqiyah", /obj/item/clothing/head/taqiyah, 3, time = 6 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("turban", /obj/item/clothing/head/turban, 3, time = 6 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("hijab", /obj/item/clothing/head/hijab, 3, time = 6 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("kippa", /obj/item/clothing/head/kippa, 3, time = 6 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("scarf", /obj/item/clothing/accessory/scarf/white, 4, time = 5 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("baggy pants", /obj/item/clothing/under/pants/baggy/white, 8, time = 10 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("belt pouch", /obj/item/weapon/storage/belt/fannypack/white, 25, time = 1 MINUTE, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("crude bandage", /obj/item/stack/medical/crude_pack, 1, time = 2 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("empty sandbag", /obj/item/stack/emptysandbag, 2, time = 2 SECONDS, pass_stack_color = TRUE, supplied_material = "[name]")
/datum/material/resin/generate_recipes()
recipes = list()
recipes += new/datum/stack_recipe("[display_name] door", /obj/structure/simple_door/resin, 10, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] barricade", /obj/effect/alien/resin/wall, 5, time = 5 SECONDS, one_per_turf = 1, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] nest", /obj/structure/bed/nest, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] wall girders", /obj/structure/girder/resin, 2, time = 5 SECONDS, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("crude [display_name] bandage", /obj/item/stack/medical/crude_pack, 1, time = 2 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] net", /obj/item/weapon/material/fishing_net, 10, time = 5 SECONDS, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] membrane", /obj/effect/alien/resin/membrane, 1, time = 2 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] node", /obj/effect/alien/weeds/node, 1, time = 4 SECONDS, recycle_material = "[name]")
/datum/material/leather/generate_recipes()
recipes = list()
recipes += new/datum/stack_recipe("bedsheet", /obj/item/weapon/bedsheet, 10, time = 30 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("uniform", /obj/item/clothing/under/color/white, 8, time = 15 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("foot wraps", /obj/item/clothing/shoes/footwraps, 2, time = 5 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("gloves", /obj/item/clothing/gloves/white, 2, time = 5 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("wig", /obj/item/clothing/head/powdered_wig, 4, time = 10 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("philosopher's wig", /obj/item/clothing/head/philosopher_wig, 50, time = 2 MINUTES, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("taqiyah", /obj/item/clothing/head/taqiyah, 3, time = 6 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("turban", /obj/item/clothing/head/turban, 3, time = 6 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("hijab", /obj/item/clothing/head/hijab, 3, time = 6 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("kippa", /obj/item/clothing/head/kippa, 3, time = 6 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("scarf", /obj/item/clothing/accessory/scarf/white, 4, time = 5 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("baggy pants", /obj/item/clothing/under/pants/baggy/white, 8, time = 10 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("belt pouch", /obj/item/weapon/storage/belt/fannypack/white, 25, time = 1 MINUTE, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("crude [display_name] bandage", /obj/item/stack/medical/crude_pack, 1, time = 2 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] net", /obj/item/weapon/material/fishing_net, 10, time = 5 SECONDS, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] ring", /obj/item/clothing/gloves/ring/material, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] bracelet", /obj/item/clothing/accessory/bracelet/material, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("[display_name] armor plate", /obj/item/weapon/material/armor_plating, 1, time = 20, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
recipes += new/datum/stack_recipe("empty sandbag", /obj/item/stack/emptysandbag, 2, time = 2 SECONDS, pass_stack_color = TRUE, supplied_material = "[name]")
recipes += new/datum/stack_recipe("whip", /obj/item/weapon/material/whip, 5, time = 15 SECONDS, pass_stack_color = TRUE, supplied_material = "[name]")

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@@ -1,29 +0,0 @@
//In future consider cleaning up often used recipes by adding them to the general recipe list with material criteria
/datum/material/plasteel/generate_recipes()
. = ..()
// recipes += new/datum/stack_recipe("Hammer Head", /obj/item/weapon/hammer_head, 2) //CHOMPEdit - Disabled because I had to disable code/game/objects/items/weapons/material/sledgehammer_construction_ch.dm due to lots of errors
recipes += new/datum/stack_recipe_list("sofas", list( \
new/datum/stack_recipe("sofa middle", /obj/structure/bed/chair/sofa, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("sofa left", /obj/structure/bed/chair/sofa/left, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("sofa right", /obj/structure/bed/chair/sofa/right, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("sofa corner", /obj/structure/bed/chair/sofa/corner, 1, one_per_turf = 1, on_floor = 1), \
))
/datum/material/plastic/generate_recipes()
. = ..()
recipes += new/datum/stack_recipe_list("sofas", list( \
new/datum/stack_recipe("sofa middle", /obj/structure/bed/chair/sofa, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \
new/datum/stack_recipe("sofa left", /obj/structure/bed/chair/sofa/left, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \
new/datum/stack_recipe("sofa right", /obj/structure/bed/chair/sofa/right, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \
new/datum/stack_recipe("sofa corner", /obj/structure/bed/chair/sofa/corner, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \
))
/datum/material/wood/generate_recipes() //Is a little sad we cant have lovely wooden sofa
. = ..()
recipes += new/datum/stack_recipe_list("sofas", list( \
new/datum/stack_recipe("sofa middle", /obj/structure/bed/chair/sofa, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \
new/datum/stack_recipe("sofa left", /obj/structure/bed/chair/sofa/left, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \
new/datum/stack_recipe("sofa right", /obj/structure/bed/chair/sofa/right, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \
new/datum/stack_recipe("sofa corner", /obj/structure/bed/chair/sofa/corner, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \
))

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@@ -1,90 +0,0 @@
/datum/material/steel/generate_recipes()
. = ..()
recipes += new/datum/stack_recipe_list("mounted chairs", list(
new/datum/stack_recipe("mounted chair", /obj/structure/bed/chair/bay/chair, 2, one_per_turf = 1, on_floor = 1, time = 10),
new/datum/stack_recipe("red mounted chair", /obj/structure/bed/chair/bay/chair/padded/red, 2, one_per_turf = 1, on_floor = 1, time = 10),
new/datum/stack_recipe("brown mounted chair", /obj/structure/bed/chair/bay/chair/padded/brown, 2, one_per_turf = 1, on_floor = 1, time = 10),
new/datum/stack_recipe("teal mounted chair", /obj/structure/bed/chair/bay/chair/padded/teal, 2, one_per_turf = 1, on_floor = 1, time = 10),
new/datum/stack_recipe("black mounted chair", /obj/structure/bed/chair/bay/chair/padded/black, 2, one_per_turf = 1, on_floor = 1, time = 10),
new/datum/stack_recipe("green mounted chair", /obj/structure/bed/chair/bay/chair/padded/green, 2, one_per_turf = 1, on_floor = 1, time = 10),
new/datum/stack_recipe("purple mounted chair", /obj/structure/bed/chair/bay/chair/padded/purple, 2, one_per_turf = 1, on_floor = 1, time = 10),
new/datum/stack_recipe("blue mounted chair", /obj/structure/bed/chair/bay/chair/padded/blue, 2, one_per_turf = 1, on_floor = 1, time = 10),
new/datum/stack_recipe("beige mounted chair", /obj/structure/bed/chair/bay/chair/padded/beige, 2, one_per_turf = 1, on_floor = 1, time = 10),
new/datum/stack_recipe("lime mounted chair", /obj/structure/bed/chair/bay/chair/padded/lime, 2, one_per_turf = 1, on_floor = 1, time = 10),
new/datum/stack_recipe("yellow mounted chair", /obj/structure/bed/chair/bay/chair/padded/yellow, 2, one_per_turf = 1, on_floor = 1, time = 10)
))
recipes += new/datum/stack_recipe_list("mounted comfy chairs", list(
new/datum/stack_recipe("mounted comfy chair", /obj/structure/bed/chair/bay/comfy, 3, one_per_turf = 1, on_floor = 1, time = 20),
new/datum/stack_recipe("red mounted comfy chair", /obj/structure/bed/chair/bay/comfy/red, 3, one_per_turf = 1, on_floor = 1, time = 20),
new/datum/stack_recipe("brown mounted comfy chair", /obj/structure/bed/chair/bay/comfy/brown, 3, one_per_turf = 1, on_floor = 1, time = 20),
new/datum/stack_recipe("teal mounted comfy chair", /obj/structure/bed/chair/bay/comfy/teal, 3, one_per_turf = 1, on_floor = 1, time = 20),
new/datum/stack_recipe("black mounted comfy chair", /obj/structure/bed/chair/bay/comfy/black, 3, one_per_turf = 1, on_floor = 1, time = 20),
new/datum/stack_recipe("green mounted comfy chair", /obj/structure/bed/chair/bay/comfy/green, 3, one_per_turf = 1, on_floor = 1, time = 20),
new/datum/stack_recipe("purple mounted comfy chair", /obj/structure/bed/chair/bay/comfy/purple, 3, one_per_turf = 1, on_floor = 1, time = 20),
new/datum/stack_recipe("blue mounted comfy chair", /obj/structure/bed/chair/bay/comfy/blue, 3, one_per_turf = 1, on_floor = 1, time = 20),
new/datum/stack_recipe("beige mounted comfy chair", /obj/structure/bed/chair/bay/comfy/beige, 3, one_per_turf = 1, on_floor = 1, time = 20),
new/datum/stack_recipe("lime mounted comfy chair", /obj/structure/bed/chair/bay/comfy/lime, 3, one_per_turf = 1, on_floor = 1, time = 20),
new/datum/stack_recipe("yellow mounted comfy chair", /obj/structure/bed/chair/bay/comfy/yellow, 3, one_per_turf = 1, on_floor = 1, time = 20)
))
recipes += new/datum/stack_recipe("mounted captain's chair", /obj/structure/bed/chair/bay/comfy/captain, 4, one_per_turf = 1, on_floor = 1, time = 20)
recipes += new/datum/stack_recipe("dropship seat", /obj/structure/bed/chair/bay/shuttle, 4, one_per_turf = 1, on_floor = 1, time = 20)
recipes += new/datum/stack_recipe("small teshari nest", /obj/structure/bed/chair/bay/chair/padded/red/smallnest, 2, one_per_turf = 1, on_floor = 1, time = 10)
recipes += new/datum/stack_recipe("large teshari nest", /obj/structure/bed/chair/bay/chair/padded/red/bignest, 4, one_per_turf = 1, on_floor = 1, time = 20)
recipes += new/datum/stack_recipe("dance pole", /obj/structure/dancepole, 2, one_per_turf = 1, on_floor = 1, time = 20)
recipes += new/datum/stack_recipe("light switch frame", /obj/item/frame/lightswitch, 2)
recipes += new/datum/stack_recipe_list("sofas", list(
new/datum/stack_recipe("red sofa middle", /obj/structure/bed/chair/sofa, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("red sofa left", /obj/structure/bed/chair/sofa/left, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("red sofa right", /obj/structure/bed/chair/sofa/right, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("red sofa corner", /obj/structure/bed/chair/sofa/corner, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("brown sofa middle", /obj/structure/bed/chair/sofa/brown, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("brown sofa left", /obj/structure/bed/chair/sofa/brown/left, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("brown sofa right", /obj/structure/bed/chair/sofa/brown/right, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("brown sofa corner", /obj/structure/bed/chair/sofa/brown/corner, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("teal sofa middle", /obj/structure/bed/chair/sofa/teal, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("teal sofa left", /obj/structure/bed/chair/sofa/teal/left, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("teal sofa right", /obj/structure/bed/chair/sofa/teal/right, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("teal sofa corner", /obj/structure/bed/chair/sofa/teal/corner, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("black sofa middle", /obj/structure/bed/chair/sofa/black, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("black sofa left", /obj/structure/bed/chair/sofa/black/left, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("black sofa right", /obj/structure/bed/chair/sofa/black/right, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("black sofa corner", /obj/structure/bed/chair/sofa/black/corner, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("green sofa middle", /obj/structure/bed/chair/sofa/green, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("green sofa left", /obj/structure/bed/chair/sofa/green/left, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("green sofa right", /obj/structure/bed/chair/sofa/green/right, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("green sofa corner", /obj/structure/bed/chair/sofa/green/corner, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("purple sofa middle", /obj/structure/bed/chair/sofa/purp, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("purple sofa left", /obj/structure/bed/chair/sofa/purp/left, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("purple sofa right", /obj/structure/bed/chair/sofa/purp/right, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("purple sofa corner", /obj/structure/bed/chair/sofa/purp/corner, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("blue sofa middle", /obj/structure/bed/chair/sofa/blue, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("blue sofa left", /obj/structure/bed/chair/sofa/blue/left, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("blue sofa right", /obj/structure/bed/chair/sofa/blue/right, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("blue sofa corner", /obj/structure/bed/chair/sofa/blue/corner, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("beige sofa middle", /obj/structure/bed/chair/sofa/beige, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("beige sofa left", /obj/structure/bed/chair/sofa/beige/left, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("beige sofa right", /obj/structure/bed/chair/sofa/beige/right, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("beige sofa corner", /obj/structure/bed/chair/sofa/beige/corner, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("lime sofa middle", /obj/structure/bed/chair/sofa/lime, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("lime sofa left", /obj/structure/bed/chair/sofa/lime/left, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("lime sofa right", /obj/structure/bed/chair/sofa/lime/right, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("lime sofa corner", /obj/structure/bed/chair/sofa/lime/corner, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("yellow sofa middle", /obj/structure/bed/chair/sofa/yellow, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("yellow sofa left", /obj/structure/bed/chair/sofa/yellow/left, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("yellow sofa right", /obj/structure/bed/chair/sofa/yellow/right, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("yellow sofa corner", /obj/structure/bed/chair/sofa/yellow/corner, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("orange sofa middle", /obj/structure/bed/chair/sofa/orange, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("orange sofa left", /obj/structure/bed/chair/sofa/orange/left, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("orange sofa right", /obj/structure/bed/chair/sofa/orange/right, 1, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("orange sofa corner", /obj/structure/bed/chair/sofa/orange/corner, 1, one_per_turf = 1, on_floor = 1), \
))
/datum/material/durasteel/generate_recipes()
. = ..()
recipes += new/datum/stack_recipe("durasteel fishing rod", /obj/item/weapon/material/fishing_rod/modern/strong, 2)
recipes += new/datum/stack_recipe("whetstone", /obj/item/weapon/whetstone, 2, time = 30)
/datum/material/plastitanium/generate_recipes()
. = ..()
recipes += new/datum/stack_recipe("whetstone", /obj/item/weapon/whetstone, 2, time = 20)

View File

@@ -1,565 +0,0 @@
// Stacked resources. They use a material datum for a lot of inherited values.
// If you're adding something here, make sure to add it to fifty_spawner_mats.dm as well
/obj/item/stack/material
force = 5.0
throwforce = 5
w_class = ITEMSIZE_NORMAL
throw_speed = 3
throw_range = 3
center_of_mass = null
max_amount = 50
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_material.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_material.dmi',
)
var/default_type = DEFAULT_WALL_MATERIAL
var/datum/material/material
var/perunit = SHEET_MATERIAL_AMOUNT
var/apply_colour //temp pending icon rewrite
drop_sound = 'sound/items/drop/axe.ogg'
pickup_sound = 'sound/items/pickup/axe.ogg'
/obj/item/stack/material/Initialize()
. = ..()
randpixel_xy()
if(!default_type)
default_type = DEFAULT_WALL_MATERIAL
material = get_material_by_name("[default_type]")
if(!material)
return INITIALIZE_HINT_QDEL
recipes = material.get_recipes()
stacktype = material.stack_type
if(islist(material.stack_origin_tech))
origin_tech = material.stack_origin_tech.Copy()
if(apply_colour)
color = material.icon_colour
if(!material.conductive)
flags |= NOCONDUCT
matter = material.get_matter()
update_strings()
/obj/item/stack/material/get_material()
return material
/obj/item/stack/material/proc/update_strings()
// Update from material datum.
singular_name = material.sheet_singular_name
if(amount>1)
name = "[material.use_name] [material.sheet_plural_name]"
desc = "A stack of [material.use_name] [material.sheet_plural_name]."
gender = PLURAL
else
name = "[material.use_name] [material.sheet_singular_name]"
desc = "A [material.sheet_singular_name] of [material.use_name]."
gender = NEUTER
/obj/item/stack/material/use(var/used)
. = ..()
update_strings()
return
/obj/item/stack/material/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified)
var/obj/item/stack/material/M = S
if(!istype(M) || material.name != M.material.name)
return 0
var/transfer = ..(S,tamount,1)
if(src) update_strings()
if(M) M.update_strings()
return transfer
/obj/item/stack/material/attack_self(var/mob/user)
if(!material.build_windows(user, src))
..()
/obj/item/stack/material/attackby(var/obj/item/W, var/mob/user)
if(istype(W,/obj/item/stack/cable_coil))
material.build_wired_product(user, W, src)
return
else if(istype(W, /obj/item/stack/rods))
material.build_rod_product(user, W, src)
return
return ..()
//VOREStation Add
/obj/item/stack/material/attack(mob/living/M as mob, mob/living/user as mob)
if(M.handle_eat_minerals(src, user))
return
..()
/obj/item/stack/material/attack_generic(var/mob/living/user) //Allow adminbussed mobs to eat ore if they click it while NOT on help intent.
if(user.handle_eat_minerals(src))
return
..()
//VOREStation Add End
/obj/item/stack/material/iron
name = "iron"
icon_state = "sheet-ingot"
default_type = "iron"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/lead
name = "lead"
icon_state = "sheet-ingot"
default_type = "lead"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/sandstone
name = "sandstone brick"
icon_state = "sheet-sandstone"
default_type = "sandstone"
no_variants = FALSE
drop_sound = 'sound/items/drop/boots.ogg'
pickup_sound = 'sound/items/pickup/boots.ogg'
/obj/item/stack/material/marble
name = "marble brick"
icon_state = "sheet-marble"
default_type = "marble"
no_variants = FALSE
drop_sound = 'sound/items/drop/boots.ogg'
pickup_sound = 'sound/items/pickup/boots.ogg'
/obj/item/stack/material/diamond
name = "diamond"
icon_state = "sheet-diamond"
default_type = "diamond"
drop_sound = 'sound/items/drop/glass.ogg'
pickup_sound = 'sound/items/pickup/glass.ogg'
/obj/item/stack/material/uranium
name = "uranium"
icon_state = "sheet-uranium"
default_type = "uranium"
no_variants = FALSE
/obj/item/stack/material/phoron
name = "solid phoron"
icon_state = "sheet-phoron"
default_type = "phoron"
no_variants = FALSE
drop_sound = 'sound/items/drop/glass.ogg'
pickup_sound = 'sound/items/pickup/glass.ogg'
/obj/item/stack/material/plastic
name = "plastic"
icon_state = "sheet-plastic"
default_type = "plastic"
no_variants = FALSE
/obj/item/stack/material/graphite
name = "graphite"
icon_state = "sheet-puck"
default_type = MAT_GRAPHITE
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/gold
name = "gold"
icon_state = "sheet-ingot"
default_type = "gold"
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/silver
name = "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
name = "platinum"
icon_state = "sheet-adamantine"
default_type = "platinum"
no_variants = FALSE
apply_colour = TRUE
//Extremely valuable to Research.
/obj/item/stack/material/mhydrogen
name = "metallic hydrogen"
icon_state = "sheet-mythril"
default_type = "mhydrogen"
no_variants = FALSE
//Fuel for MRSPACMAN generator.
/obj/item/stack/material/tritium
name = "tritium"
icon_state = "sheet-puck"
default_type = "tritium"
apply_colour = TRUE
no_variants = FALSE
/obj/item/stack/material/osmium
name = "osmium"
icon_state = "sheet-ingot"
default_type = "osmium"
apply_colour = 1
no_variants = FALSE
//R-UST port
// Fusion fuel.
/obj/item/stack/material/deuterium
name = "deuterium"
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-refined"
default_type = DEFAULT_WALL_MATERIAL
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/steel/hull
name = MAT_STEELHULL
default_type = MAT_STEELHULL
/obj/item/stack/material/plasteel
name = "plasteel"
icon_state = "sheet-reinforced"
default_type = "plasteel"
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/plasteel/hull
name = MAT_PLASTEELHULL
default_type = MAT_PLASTEELHULL
/obj/item/stack/material/durasteel
name = "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-refined"
apply_colour = TRUE
item_state = "sheet-silver"
default_type = MAT_TITANIUM
no_variants = FALSE
/obj/item/stack/material/titanium/hull
name = MAT_TITANIUMHULL
default_type = MAT_TITANIUMHULL
// Particle Smasher and Exotic material.
/obj/item/stack/material/verdantium
name = MAT_VERDANTIUM
icon_state = "sheet-wavy"
item_state = "mhydrogen"
default_type = MAT_VERDANTIUM
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/morphium
name = MAT_MORPHIUM
icon_state = "sheet-wavy"
item_state = "mhydrogen"
default_type = MAT_MORPHIUM
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/morphium/hull
name = MAT_MORPHIUMHULL
default_type = MAT_MORPHIUMHULL
/obj/item/stack/material/valhollide
name = MAT_VALHOLLIDE
icon_state = "sheet-gem"
item_state = "diamond"
default_type = MAT_VALHOLLIDE
no_variants = FALSE
apply_colour = TRUE
// Forged in the equivalent of Hell, one piece at a time.
/obj/item/stack/material/supermatter
name = MAT_SUPERMATTER
icon_state = "sheet-super"
item_state = "diamond"
default_type = MAT_SUPERMATTER
apply_colour = TRUE
/obj/item/stack/material/supermatter/proc/update_mass() // Due to how dangerous they can be, the item will get heavier and larger the more are in the stack.
slowdown = amount / 10
w_class = min(5, round(amount / 10) + 1)
throw_range = round(amount / 7) + 1
/obj/item/stack/material/supermatter/use(var/used)
. = ..()
update_mass()
return
/obj/item/stack/material/supermatter/attack_hand(mob/user)
. = ..()
update_mass()
SSradiation.radiate(src, 5 + amount)
var/mob/living/M = user
if(!istype(M))
return
var/burn_user = TRUE
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
var/obj/item/clothing/gloves/G = H.gloves
if(istype(G) && ((G.flags & THICKMATERIAL && prob(70)) || istype(G, /obj/item/clothing/gloves/gauntlets)))
burn_user = FALSE
if(burn_user)
H.visible_message("<span class='danger'>\The [src] flashes as it scorches [H]'s hands!</span>")
H.apply_damage(amount / 2 + 5, BURN, "r_hand", used_weapon="Supermatter Chunk")
H.apply_damage(amount / 2 + 5, BURN, "l_hand", used_weapon="Supermatter Chunk")
H.drop_from_inventory(src, get_turf(H))
return
if(istype(user, /mob/living/silicon/robot))
burn_user = FALSE
if(burn_user)
M.apply_damage(amount, BURN, null, used_weapon="Supermatter Chunk")
/obj/item/stack/material/supermatter/ex_act(severity) // An incredibly hard to manufacture material, SM chunks are unstable by their 'stabilized' nature.
if(prob((4 / severity) * 20))
SSradiation.radiate(get_turf(src), amount * 4)
explosion(get_turf(src),round(amount / 12) , round(amount / 6), round(amount / 3), round(amount / 25))
qdel(src)
return
SSradiation.radiate(get_turf(src), amount * 2)
..()
/obj/item/stack/material/wood
name = "wooden plank"
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"
color = "#0099cc"
default_type = MAT_SIFWOOD
/obj/item/stack/material/log
name = "log"
icon_state = "sheet-log"
default_type = MAT_LOG
no_variants = FALSE
color = "#824B28"
max_amount = 25
w_class = ITEMSIZE_HUGE
description_info = "Use inhand to craft things, or use a sharp and edged object on this to convert it into two wooden planks."
var/plank_type = /obj/item/stack/material/wood
drop_sound = 'sound/items/drop/wooden.ogg'
pickup_sound = 'sound/items/pickup/wooden.ogg'
/obj/item/stack/material/log/sif
name = "alien log"
default_type = MAT_SIFLOG
color = "#0099cc"
plank_type = /obj/item/stack/material/wood/sif
/obj/item/stack/material/log/attackby(var/obj/item/W, var/mob/user)
if(!istype(W) || W.force <= 0)
return ..()
if(W.sharp && W.edge)
var/time = (3 SECONDS / max(W.force / 10, 1)) * W.toolspeed
user.setClickCooldown(time)
if(do_after(user, time, src) && use(1))
to_chat(user, "<span class='notice'>You cut up a log into planks.</span>")
playsound(src, 'sound/effects/woodcutting.ogg', 50, 1)
var/obj/item/stack/material/wood/existing_wood = null
for(var/obj/item/stack/material/wood/M in user.loc)
if(M.material.name == src.material.name)
existing_wood = M
break
var/obj/item/stack/material/wood/new_wood = new plank_type(user.loc)
new_wood.amount = 2
if(existing_wood && new_wood.transfer_to(existing_wood))
to_chat(user, "<span class='notice'>You add the newly-formed wood to the stack. It now contains [existing_wood.amount] planks.</span>")
else
return ..()
/obj/item/stack/material/cloth
name = "cloth"
icon_state = "sheet-cloth"
default_type = "cloth"
no_variants = FALSE
pass_color = TRUE
strict_color_stacking = TRUE
drop_sound = 'sound/items/drop/clothing.ogg'
pickup_sound = 'sound/items/pickup/clothing.ogg'
/obj/item/stack/material/cloth/diyaab
color = "#c6ccf0"
/obj/item/stack/material/resin
name = "resin"
icon_state = "sheet-resin"
default_type = "resin"
no_variants = TRUE
apply_colour = TRUE
pass_color = TRUE
strict_color_stacking = TRUE
/obj/item/stack/material/cardboard
name = "cardboard"
icon_state = "sheet-card"
default_type = "cardboard"
no_variants = FALSE
pass_color = TRUE
strict_color_stacking = TRUE
drop_sound = 'sound/items/drop/cardboardbox.ogg'
pickup_sound = 'sound/items/pickup/cardboardbox.ogg'
/obj/item/stack/material/snow
name = "snow"
desc = "The temptation to build a snowman rises."
icon_state = "sheet-snow"
drop_sound = 'sound/items/drop/gloves.ogg'
pickup_sound = 'sound/items/pickup/clothing.ogg'
default_type = "snow"
/obj/item/stack/material/snowbrick
name = "snow brick"
desc = "For all of your igloo building needs."
icon_state = "sheet-snowbrick"
default_type = "packed snow"
drop_sound = 'sound/items/drop/gloves.ogg'
pickup_sound = 'sound/items/pickup/clothing.ogg'
/obj/item/stack/material/leather
name = "leather"
desc = "The by-product of mob grinding."
icon_state = "sheet-leather"
default_type = MAT_LEATHER
no_variants = FALSE
pass_color = TRUE
strict_color_stacking = TRUE
drop_sound = 'sound/items/drop/leather.ogg'
pickup_sound = 'sound/items/pickup/leather.ogg'
/obj/item/stack/material/chitin
name = "chitin"
desc = "The by-product of mob grinding."
icon_state = "chitin"
default_type = MAT_CHITIN
no_variants = FALSE
pass_color = TRUE
strict_color_stacking = TRUE
drop_sound = 'sound/items/drop/leather.ogg'
pickup_sound = 'sound/items/pickup/leather.ogg'
/obj/item/stack/material/glass
name = "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-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-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-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

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@@ -1,66 +0,0 @@
/obj/item/stack/material/titanium
icon = 'icons/obj/stacks_vr.dmi'
icon_state = "sheet-titanium"
no_variants = FALSE
/obj/fiftyspawner/titanium
name = "stack of titanium"
type_to_spawn = /obj/item/stack/material/titanium
/obj/item/stack/material/glass/titanium
name = "ti-glass sheets"
icon = 'icons/obj/stacks_vr.dmi'
icon_state = "sheet-titaniumglass"
item_state = "sheet-silver"
no_variants = FALSE
drop_sound = 'sound/items/drop/glass.ogg'
default_type = MAT_TITANIUMGLASS
/obj/fiftyspawner/titanium_glass
name = "stack of ti-glass"
type_to_spawn = /obj/item/stack/material/glass/titanium
/obj/item/stack/material/plastitanium
name = "plastitanium sheets"
icon = 'icons/obj/stacks_vr.dmi'
icon_state = "sheet-plastitanium"
item_state = "sheet-silver"
no_variants = FALSE
default_type = MAT_PLASTITANIUM
/obj/fiftyspawner/plastitanium
name = "stack of plastitanium"
type_to_spawn = /obj/item/stack/material/plastitanium
/obj/item/stack/material/plastitanium/hull
name = "plastitanium hull sheets"
icon = 'icons/obj/stacks_vr.dmi'
icon_state = "sheet-plastitanium"
item_state = "sheet-silver"
no_variants = FALSE
default_type = MAT_PLASTITANIUMHULL
/obj/fiftyspawner/plastitanium_hull
name = "stack of plastitanium"
type_to_spawn = /obj/item/stack/material/plastitanium/hull
/obj/item/stack/material/glass/plastitanium
name = "plastitanium glass sheets"
icon = 'icons/obj/stacks_vr.dmi'
icon_state = "sheet-plastitaniumglass"
item_state = "sheet-silver"
no_variants = FALSE
drop_sound = 'sound/items/drop/glass.ogg'
default_type = MAT_PLASTITANIUMGLASS
/obj/fiftyspawner/plastitanium_glass
name = "stack of plastitanium glass"
type_to_spawn = /obj/item/stack/material/glass/plastitanium
/obj/item/stack/material/gold/hull
name = "gold hull sheets"
icon = 'icons/obj/stacks_vr.dmi'
icon_state = "sheet-plastitanium"
item_state = "sheet-silver"
no_variants = FALSE
default_type = MAT_GOLDHULL

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/*
MATERIAL DATUMS
This data is used by various parts of the game for basic physical properties and behaviors
of the metals/materials used for constructing many objects. Each var is commented and should be pretty
self-explanatory but the various object types may have their own documentation. ~Z
PATHS THAT USE DATUMS
turf/simulated/wall
obj/item/weapon/material
obj/structure/barricade
obj/item/stack/material
obj/structure/table
VALID ICONS
WALLS
stone
metal
solid
resin
ONLY WALLS
cult
hull
curvy
jaggy
brick
REINFORCEMENT
reinf_over
reinf_mesh
reinf_cult
reinf_metal
DOORS
stone
metal
resin
wood
*/
// Assoc list containing all material datums indexed by name.
var/list/name_to_material
//Returns the material the object is made of, if applicable.
//Will we ever need to return more than one value here? Or should we just return the "dominant" material.
/obj/proc/get_material()
return null
//mostly for convenience
/obj/proc/get_material_name()
var/datum/material/material = get_material()
if(material)
return material.name
// Builds the datum list above.
/proc/populate_material_list(force_remake=0)
if(name_to_material && !force_remake) return // Already set up!
name_to_material = list()
for(var/type in subtypesof(/datum/material))
var/datum/material/new_mineral = new type
if(!new_mineral.name)
continue
name_to_material[lowertext(new_mineral.name)] = new_mineral
return 1
// Safety proc to make sure the material list exists before trying to grab from it.
/proc/get_material_by_name(name)
if(!name_to_material)
populate_material_list()
return name_to_material[name]
/proc/material_display_name(name)
var/datum/material/material = get_material_by_name(name)
if(material)
return material.display_name
return null
// Material definition and procs follow.
/datum/material
var/name // Unique name for use in indexing the list.
var/display_name // Prettier name for display.
var/use_name
var/flags = 0 // Various status modifiers.
var/sheet_singular_name = "sheet"
var/sheet_plural_name = "sheets"
var/is_fusion_fuel
// Shards/tables/structures
var/shard_type = SHARD_SHRAPNEL // Path of debris object.
var/shard_icon // Related to above.
var/shard_can_repair = 1 // Can shards be turned into sheets with a welder?
var/list/recipes // Holder for all recipes usable with a sheet of this material.
var/destruction_desc = "breaks apart" // Fancy string for barricades/tables/objects exploding.
// Icons
var/icon_colour // Colour applied to products of this material.
var/icon_base = "metal" // Wall and table base icon tag. See header.
var/door_icon_base = "metal" // Door base icon tag. See header.
var/icon_reinf = "reinf_metal" // Overlay used
var/list/stack_origin_tech = list(TECH_MATERIAL = 1) // Research level for stacks.
var/pass_stack_colors = FALSE // Will stacks made from this material pass their colors onto objects?
// Attributes
var/cut_delay = 0 // Delay in ticks when cutting through this wall.
var/radioactivity // Radiation var. Used in wall and object processing to irradiate surroundings.
var/ignition_point // K, point at which the material catches on fire.
var/melting_point = 1800 // K, walls will take damage if they're next to a fire hotter than this
var/integrity = 150 // General-use HP value for products.
var/protectiveness = 10 // How well this material works as armor. Higher numbers are better, diminishing returns applies.
var/opacity = 1 // Is the material transparent? 0.5< makes transparent walls/doors.
var/reflectivity = 0 // How reflective to light is the material? Currently used for laser reflection and defense.
var/explosion_resistance = 5 // Only used by walls currently.
var/negation = 0 // Objects that respect this will randomly absorb impacts with this var as the percent chance.
var/spatial_instability = 0 // Objects that have trouble staying in the same physical space by sheer laws of nature have this. Percent for respecting items to cause teleportation.
var/conductive = 1 // Objects without this var add NOCONDUCT to flags on spawn.
var/conductivity = null // How conductive the material is. Iron acts as the baseline, at 10.
var/list/composite_material // If set, object matter var will be a list containing these values.
var/luminescence
var/radiation_resistance = 0 // Radiation resistance, which is added on top of a material's weight for blocking radiation. Needed to make lead special without superrobust weapons.
var/supply_conversion_value // Supply points per sheet that this material sells for.
// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
var/created_window
var/created_fulltile_window
var/rod_product
var/wire_product
var/list/window_options = list()
// Damage values.
var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons. Also used for bullet protection in armor.
var/weight = 20 // Determines blunt damage/throwforce for weapons.
// Noise when someone is faceplanted onto a table made of this material.
var/tableslam_noise = 'sound/weapons/tablehit1.ogg'
// Noise made when a simple door made of this material opens or closes.
var/dooropen_noise = 'sound/effects/stonedoor_openclose.ogg'
// Path to resulting stacktype. Todo remove need for this.
var/stack_type
// Wallrot crumble message.
var/rotting_touch_message = "crumbles under your touch"
// Placeholders for light tiles and rglass.
/datum/material/proc/build_rod_product(var/mob/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
if(!rod_product)
to_chat(user, "<span class='warning'>You cannot make anything out of \the [target_stack]</span>")
return
if(used_stack.get_amount() < 1 || target_stack.get_amount() < 1)
to_chat(user, "<span class='warning'>You need one rod and one sheet of [display_name] to make anything useful.</span>")
return
used_stack.use(1)
target_stack.use(1)
var/obj/item/stack/S = new rod_product(get_turf(user))
S.add_fingerprint(user)
S.add_to_stacks(user)
/datum/material/proc/build_wired_product(var/mob/living/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
if(!wire_product)
to_chat(user, "<span class='warning'>You cannot make anything out of \the [target_stack]</span>")
return
if(used_stack.get_amount() < 5 || target_stack.get_amount() < 1)
to_chat(user, "<span class='warning'>You need five wires and one sheet of [display_name] to make anything useful.</span>")
return
used_stack.use(5)
target_stack.use(1)
to_chat(user, "<span class='notice'>You attach wire to the [name].</span>")
var/obj/item/product = new wire_product(get_turf(user))
user.put_in_hands(product)
// Make sure we have a display name and shard icon even if they aren't explicitly set.
/datum/material/New()
..()
if(!display_name)
display_name = name
if(!use_name)
use_name = display_name
if(!shard_icon)
shard_icon = shard_type
// This is a placeholder for proper integration of windows/windoors into the system.
/datum/material/proc/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
return 0
// Weapons handle applying a divisor for this value locally.
/datum/material/proc/get_blunt_damage()
return weight //todo
// Return the matter comprising this material.
/datum/material/proc/get_matter()
var/list/temp_matter = list()
if(islist(composite_material))
for(var/material_string in composite_material)
temp_matter[material_string] = composite_material[material_string]
else if(SHEET_MATERIAL_AMOUNT)
temp_matter[name] = SHEET_MATERIAL_AMOUNT
return temp_matter
// As above.
/datum/material/proc/get_edge_damage()
return hardness //todo
// Snowflakey, only checked for alien doors at the moment.
/datum/material/proc/can_open_material_door(var/mob/living/user)
return 1
// Currently used for weapons and objects made of uranium to irradiate things.
/datum/material/proc/products_need_process()
return (radioactivity>0) //todo
// Used by walls when qdel()ing to avoid neighbor merging.
/datum/material/placeholder
name = "placeholder"
// Places a girder object when a wall is dismantled, also applies reinforced material.
/datum/material/proc/place_dismantled_girder(var/turf/target, var/datum/material/reinf_material, var/datum/material/girder_material)
var/obj/structure/girder/G = new(target)
if(reinf_material)
G.reinf_material = reinf_material
G.reinforce_girder()
if(girder_material)
if(istype(girder_material, /datum/material))
girder_material = girder_material.name
G.set_material(girder_material)
// General wall debris product placement.
// Not particularly necessary aside from snowflakey cult girders.
/datum/material/proc/place_dismantled_product(var/turf/target)
place_sheet(target)
// Debris product. Used ALL THE TIME.
/datum/material/proc/place_sheet(var/turf/target)
if(stack_type)
return new stack_type(target)
// As above.
/datum/material/proc/place_shard(var/turf/target)
if(shard_type)
return new /obj/item/weapon/material/shard(target, src.name)
// Used by walls and weapons to determine if they break or not.
/datum/material/proc/is_brittle()
return !!(flags & MATERIAL_BRITTLE)
/datum/material/proc/combustion_effect(var/turf/T, var/temperature)
return
// Used by walls to do on-touch things, after checking for crumbling and open-ability.
/datum/material/proc/wall_touch_special(var/turf/simulated/wall/W, var/mob/living/L)
return
/datum/material/proc/get_recipes()
if(!recipes)
generate_recipes()
return recipes
/datum/material/proc/generate_recipes()
// If is_brittle() returns true, these are only good for a single strike.
recipes = list(
new /datum/stack_recipe("[display_name] baseball bat", /obj/item/weapon/material/twohanded/baseballbat, 10, time = 20, one_per_turf = 0, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] ashtray", /obj/item/weapon/material/ashtray, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] spoon", /obj/item/weapon/material/kitchen/utensil/spoon/plastic, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] armor plate", /obj/item/weapon/material/armor_plating, 1, time = 20, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] armor plate insert", /obj/item/weapon/material/armor_plating/insert, 2, time = 40, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] grave marker", /obj/item/weapon/material/gravemarker, 5, time = 50, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] ring", /obj/item/clothing/gloves/ring/material, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] bracelet", /obj/item/clothing/accessory/bracelet/material, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
)
if(integrity>=50)
recipes += list(
new /datum/stack_recipe("[display_name] door", /obj/structure/simple_door, 10, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] barricade", /obj/structure/barricade, 5, time = 50, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] stool", /obj/item/weapon/stool, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] chair", /obj/structure/bed/chair, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] bed", /obj/structure/bed, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] double bed", /obj/structure/bed/double, 4, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] wall girders", /obj/structure/girder, 2, time = 50, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
)
if(hardness>50)
recipes += list(
new /datum/stack_recipe("[display_name] fork", /obj/item/weapon/material/kitchen/utensil/fork/plastic, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] knife", /obj/item/weapon/material/knife/plastic, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] blade", /obj/item/weapon/material/butterflyblade, 6, time = 20, one_per_turf = 0, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] defense wire", /obj/item/weapon/material/barbedwire, 10, time = 1 MINUTE, one_per_turf = 0, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
)

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/obj/item/stack/material/attack(mob/living/M as mob, mob/living/user as mob)
if(M.handle_eat_minerals(src, user))
return
..()
/obj/item/stack/material/attack_generic(var/mob/living/user) //Allow adminbussed mobs to eat ore if they click it while NOT on help intent.
if(user.handle_eat_minerals(src))
return
..()

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// Adminspawn only, do not let anyone get this.
/datum/material/alienalloy
name = "alienalloy"
display_name = "durable alloy"
stack_type = null
flags = MATERIAL_UNMELTABLE
icon_colour = "#6C7364"
integrity = 1200
melting_point = 6000 // Hull plating.
explosion_resistance = 200 // Hull plating.
hardness = 500
weight = 500
protectiveness = 80 // 80%
/datum/material/alienalloy/elevatorium
name = "elevatorium"
display_name = "elevator panelling"
icon_colour = "#666666"
/datum/material/alienalloy/dungeonium
name = "dungeonium"
display_name = "ultra-durable"
icon_base = "dungeon"
icon_colour = "#FFFFFF"
/datum/material/alienalloy/bedrock
name = "bedrock"
display_name = "impassable rock"
icon_base = "rock"
icon_colour = "#FFFFFF"
/datum/material/alienalloy/alium
name = "alium"
display_name = "alien"
icon_base = "alien"
icon_colour = "#FFFFFF"

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/datum/material/cult
name = "cult"
display_name = "disturbing stone"
icon_base = "cult"
icon_colour = "#402821"
icon_reinf = "reinf_cult"
shard_type = SHARD_STONE_PIECE
sheet_singular_name = "brick"
sheet_plural_name = "bricks"
conductive = 0
/datum/material/cult/place_dismantled_girder(var/turf/target)
new /obj/structure/girder/cult(target, "cult")
/datum/material/cult/place_dismantled_product(var/turf/target)
new /obj/effect/decal/cleanable/blood(target)
/datum/material/cult/reinf
name = "cult2"
display_name = "human remains"
/datum/material/cult/reinf/place_dismantled_product(var/turf/target)
new /obj/effect/decal/remains/human(target)

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/datum/material/phoron
name = "phoron"
stack_type = /obj/item/stack/material/phoron
ignition_point = PHORON_MINIMUM_BURN_TEMPERATURE
icon_base = "stone"
icon_colour = "#FC2BC5"
shard_type = SHARD_SHARD
hardness = 30
stack_origin_tech = list(TECH_MATERIAL = 2, TECH_PHORON = 2)
door_icon_base = "stone"
sheet_singular_name = "crystal"
sheet_plural_name = "crystals"
supply_conversion_value = 5
/*
// Commenting this out while fires are so spectacularly lethal, as I can't seem to get this balanced appropriately.
/datum/material/phoron/combustion_effect(var/turf/T, var/temperature, var/effect_multiplier)
if(isnull(ignition_point))
return 0
if(temperature < ignition_point)
return 0
var/totalPhoron = 0
for(var/turf/simulated/floor/target_tile in range(2,T))
var/phoronToDeduce = (temperature/30) * effect_multiplier
totalPhoron += phoronToDeduce
target_tile.assume_gas("phoron", phoronToDeduce, 200+T0C)
spawn (0)
target_tile.hotspot_expose(temperature, 400)
return round(totalPhoron/100)
*/
/datum/material/diamond
name = "diamond"
stack_type = /obj/item/stack/material/diamond
flags = MATERIAL_UNMELTABLE
cut_delay = 60
icon_colour = "#00FFE1"
opacity = 0.4
reflectivity = 0.6
conductive = 0
conductivity = 1
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
hardness = 100
stack_origin_tech = list(TECH_MATERIAL = 6)
supply_conversion_value = 8
/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/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/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.
// Particle Smasher and other exotic materials.
/datum/material/valhollide
name = MAT_VALHOLLIDE
stack_type = /obj/item/stack/material/valhollide
icon_base = "stone"
door_icon_base = "stone"
icon_reinf = "reinf_mesh"
icon_colour = "##FFF3B2"
protectiveness = 30
integrity = 240
weight = 30
hardness = 45
negation = 2
conductive = 0
conductivity = 5
reflectivity = 0.5
radiation_resistance = 20
spatial_instability = 30
stack_origin_tech = list(TECH_MATERIAL = 7, TECH_PHORON = 5, TECH_BLUESPACE = 5)
sheet_singular_name = "gem"
sheet_plural_name = "gems"
/datum/material/verdantium
name = MAT_VERDANTIUM
stack_type = /obj/item/stack/material/verdantium
icon_base = "metal"
door_icon_base = "metal"
icon_reinf = "reinf_metal"
icon_colour = "#4FE95A"
integrity = 80
protectiveness = 15
weight = 15
hardness = 30
shard_type = SHARD_SHARD
negation = 15
conductivity = 60
reflectivity = 0.3
radiation_resistance = 5
stack_origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 5, TECH_BIO = 4)
sheet_singular_name = "sheet"
sheet_plural_name = "sheets"
supply_conversion_value = 8
/datum/material/morphium
name = MAT_MORPHIUM
stack_type = /obj/item/stack/material/morphium
icon_base = "metal"
door_icon_base = "metal"
icon_colour = "#37115A"
icon_reinf = "reinf_metal"
protectiveness = 60
integrity = 300
conductive = 0
conductivity = 1.5
hardness = 90
shard_type = SHARD_SHARD
weight = 30
negation = 25
explosion_resistance = 85
reflectivity = 0.2
radiation_resistance = 10
stack_origin_tech = list(TECH_MATERIAL = 8, TECH_ILLEGAL = 1, TECH_PHORON = 4, TECH_BLUESPACE = 4, TECH_ARCANE = 1)
supply_conversion_value = 13

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/datum/material/glass
name = "glass"
stack_type = /obj/item/stack/material/glass
flags = MATERIAL_BRITTLE
icon_colour = "#00E1FF"
opacity = 0.3
integrity = 100
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
hardness = 30
weight = 15
protectiveness = 0 // 0%
conductive = 0
conductivity = 1 // Glass shards don't conduct.
door_icon_base = "stone"
destruction_desc = "shatters"
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
created_window = /obj/structure/window/basic
created_fulltile_window = /obj/structure/window/basic/full
rod_product = /obj/item/stack/material/glass/reinforced
/datum/material/glass/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
if(!user || !used_stack || !created_window || !created_fulltile_window || !window_options.len)
return 0
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>This task is too complex for your clumsy hands.</span>")
return 1
var/turf/T = user.loc
if(!istype(T))
to_chat(user, "<span class='warning'>You must be standing on open flooring to build a window.</span>")
return 1
var/title = "Sheet-[used_stack.name] ([used_stack.get_amount()] sheet\s left)"
var/choice = input(title, "What would you like to construct?") as null|anything in window_options
if(!choice || !used_stack || !user || used_stack.loc != user || user.stat || user.loc != T)
return 1
// Get data for building windows here.
var/list/possible_directions = cardinal.Copy()
var/window_count = 0
for (var/obj/structure/window/check_window in user.loc)
window_count++
possible_directions -= check_window.dir
for (var/obj/structure/windoor_assembly/check_assembly in user.loc)
window_count++
possible_directions -= check_assembly.dir
for (var/obj/machinery/door/window/check_windoor in user.loc)
window_count++
possible_directions -= check_windoor.dir
// Get the closest available dir to the user's current facing.
var/build_dir = SOUTHWEST //Default to southwest for fulltile windows.
var/failed_to_build
if(window_count >= 4)
failed_to_build = 1
else
if(choice in list("One Direction","Windoor"))
if(possible_directions.len)
for(var/direction in list(user.dir, turn(user.dir,90), turn(user.dir,270), turn(user.dir,180)))
if(direction in possible_directions)
build_dir = direction
break
else
failed_to_build = 1
if(failed_to_build)
to_chat(user, "<span class='warning'>There is no room in this location.</span>")
return 1
var/build_path = /obj/structure/windoor_assembly
var/sheets_needed = window_options[choice]
if(choice == "Windoor")
if(is_reinforced())
build_path = /obj/structure/windoor_assembly/secure
else if(choice == "Full Window")
build_path = created_fulltile_window
else
build_path = created_window
if(used_stack.get_amount() < sheets_needed)
to_chat(user, "<span class='warning'>You need at least [sheets_needed] sheets to build this.</span>")
return 1
// Build the structure and update sheet count etc.
used_stack.use(sheets_needed)
new build_path(T, build_dir, 1)
return 1
/datum/material/glass/proc/is_reinforced()
return (hardness > 35) //todo
/datum/material/glass/reinforced
name = "rglass"
display_name = "reinforced glass"
stack_type = /obj/item/stack/material/glass/reinforced
flags = MATERIAL_BRITTLE
icon_colour = "#00E1FF"
opacity = 0.3
integrity = 100
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
hardness = 40
weight = 30
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2, "glass" = SHEET_MATERIAL_AMOUNT)
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
created_window = /obj/structure/window/reinforced
created_fulltile_window = /obj/structure/window/reinforced/full
wire_product = null
rod_product = null
/datum/material/glass/phoron
name = "borosilicate glass"
display_name = "borosilicate glass"
stack_type = /obj/item/stack/material/glass/phoronglass
flags = MATERIAL_BRITTLE
integrity = 100
icon_colour = "#FC2BC5"
stack_origin_tech = list(TECH_MATERIAL = 4)
window_options = list("One Direction" = 1, "Full Window" = 4)
created_window = /obj/structure/window/phoronbasic
created_fulltile_window = /obj/structure/window/phoronbasic/full
wire_product = null
rod_product = /obj/item/stack/material/glass/phoronrglass
/datum/material/glass/phoron/reinforced
name = "reinforced borosilicate glass"
display_name = "reinforced borosilicate glass"
stack_type = /obj/item/stack/material/glass/phoronrglass
stack_origin_tech = list(TECH_MATERIAL = 5)
composite_material = list() //todo
window_options = list("One Direction" = 1, "Full Window" = 4)
created_window = /obj/structure/window/phoronreinforced
created_fulltile_window = /obj/structure/window/phoronreinforced/full
hardness = 40
weight = 30
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2, "borosilicate glass" = SHEET_MATERIAL_AMOUNT)
rod_product = null

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/datum/material/glass/titaniumglass
name = MAT_TITANIUMGLASS
display_name = "titanium glass"
stack_type = /obj/item/stack/material/glass/titanium
integrity = 150
hardness = 50
weight = 50
flags = MATERIAL_BRITTLE
icon_colour = "#A7A3A6"
stack_origin_tech = list(TECH_MATERIAL = 5)
window_options = list("One Direction" = 1, "Full Window" = 4)
created_window = /obj/structure/window/titanium
created_fulltile_window = /obj/structure/window/titanium/full
wire_product = null
rod_product = /obj/item/stack/material/glass/titanium
composite_material = list(MAT_TITANIUM = SHEET_MATERIAL_AMOUNT, "glass" = SHEET_MATERIAL_AMOUNT)
/datum/material/glass/plastaniumglass
name = MAT_PLASTITANIUMGLASS
display_name = "plas-titanium glass"
stack_type = /obj/item/stack/material/glass/plastitanium
integrity = 200
hardness = 60
weight = 80
flags = MATERIAL_BRITTLE
icon_colour = "#676366"
stack_origin_tech = list(TECH_MATERIAL = 6)
window_options = list("One Direction" = 1, "Full Window" = 4)
created_window = /obj/structure/window/plastitanium
created_fulltile_window = /obj/structure/window/plastitanium/full
wire_product = null
rod_product = /obj/item/stack/material/glass/plastitanium
composite_material = list(MAT_PLASTITANIUM = SHEET_MATERIAL_AMOUNT, "glass" = SHEET_MATERIAL_AMOUNT)

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/datum/material/steel/holographic
name = "holo" + DEFAULT_WALL_MATERIAL
display_name = DEFAULT_WALL_MATERIAL
stack_type = null
shard_type = SHARD_NONE
/datum/material/plastic/holographic
name = "holoplastic"
display_name = "plastic"
stack_type = null
shard_type = SHARD_NONE
/datum/material/wood/holographic
name = "holowood"
display_name = "wood"
stack_type = null
shard_type = SHARD_NONE

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/datum/material/steel/hull
name = MAT_STEELHULL
stack_type = /obj/item/stack/material/steel/hull
integrity = 250
explosion_resistance = 10
icon_base = "hull"
icon_reinf = "reinf_mesh"
icon_colour = "#666677"
/datum/material/steel/hull/place_sheet(var/turf/target) //Deconstructed into normal steel sheets.
new /obj/item/stack/material/steel(target)
/datum/material/plasteel/hull
name = MAT_PLASTEELHULL
stack_type = /obj/item/stack/material/plasteel/hull
integrity = 600
icon_base = "hull"
icon_reinf = "reinf_mesh"
icon_colour = "#777788"
explosion_resistance = 40
/datum/material/plasteel/hull/place_sheet(var/turf/target) //Deconstructed into normal plasteel sheets.
new /obj/item/stack/material/plasteel(target)
/datum/material/durasteel/hull //The 'Hardball' of starship hulls.
name = MAT_DURASTEELHULL
stack_type = /obj/item/stack/material/durasteel/hull
icon_base = "hull"
icon_reinf = "reinf_mesh"
icon_colour = "#45829a"
explosion_resistance = 90
reflectivity = 0.9
/datum/material/durasteel/hull/place_sheet(var/turf/target) //Deconstructed into normal durasteel sheets.
new /obj/item/stack/material/durasteel(target)
/datum/material/titanium/hull
name = MAT_TITANIUMHULL
stack_type = /obj/item/stack/material/titanium/hull
icon_base = "hull"
icon_reinf = "reinf_mesh"
/datum/material/titanium/hull/place_sheet(var/turf/target) //Deconstructed into normal titanium sheets.
new /obj/item/stack/material/titanium(target)
/datum/material/morphium/hull
name = MAT_MORPHIUMHULL
stack_type = /obj/item/stack/material/morphium/hull
icon_base = "hull"
icon_reinf = "reinf_mesh"
/datum/material/morphium/hull/place_sheet(var/turf/target)
new /obj/item/stack/material/morphium(target)

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/datum/material/plastitanium/hull
name = MAT_PLASTITANIUMHULL
stack_type = /obj/item/stack/material/plastitanium/hull
icon_base = "hull"
icon_reinf = "reinf_mesh"
icon_colour = "#585658"
explosion_resistance = 50
/datum/material/plastitanium/hull/place_sheet(var/turf/target) //Deconstructed into normal plasteel sheets.
new /obj/item/stack/material/plastitanium(target)
/datum/material/gold/hull
name = MAT_GOLDHULL
stack_type = /obj/item/stack/material/gold/hull
icon_base = "hull"
icon_reinf = "reinf_mesh"
explosion_resistance = 50
/datum/material/gold/hull/place_sheet(var/turf/target) //Deconstructed into normal gold sheets.
new /obj/item/stack/material/gold(target)

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// Very rare alloy that is reflective, should be used sparingly.
/datum/material/durasteel
name = "durasteel"
stack_type = /obj/item/stack/material/durasteel
integrity = 600
melting_point = 7000
icon_base = "metal"
icon_reinf = "reinf_metal"
icon_colour = "#6EA7BE"
explosion_resistance = 75
hardness = 100
weight = 28
protectiveness = 60 // 75%
reflectivity = 0.7 // Not a perfect mirror, but close.
stack_origin_tech = list(TECH_MATERIAL = 8)
composite_material = list("plasteel" = SHEET_MATERIAL_AMOUNT, "diamond" = SHEET_MATERIAL_AMOUNT) //shrug
supply_conversion_value = 9
/datum/material/titanium
name = MAT_TITANIUM
stack_type = /obj/item/stack/material/titanium
conductivity = 2.38
icon_base = "metal"
door_icon_base = "metal"
icon_colour = "#D1E6E3"
icon_reinf = "reinf_metal"
composite_material = null
/datum/material/iron
name = "iron"
stack_type = /obj/item/stack/material/iron
icon_colour = "#5C5454"
weight = 22
conductivity = 10
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
/datum/material/lead
name = MAT_LEAD
stack_type = /obj/item/stack/material/lead
icon_colour = "#273956"
weight = 23 // Lead is a bit more dense than silver IRL, and silver has 22 ingame.
conductivity = 10
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
radiation_resistance = 25 // Lead is Special and so gets to block more radiation than it normally would with just weight, totalling in 48 protection.
supply_conversion_value = 2
/datum/material/gold
name = "gold"
stack_type = /obj/item/stack/material/gold
icon_colour = "#EDD12F"
weight = 24
hardness = 40
conductivity = 41
stack_origin_tech = list(TECH_MATERIAL = 4)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
supply_conversion_value = 2
/datum/material/silver
name = "silver"
stack_type = /obj/item/stack/material/silver
icon_colour = "#D1E6E3"
weight = 22
hardness = 50
conductivity = 63
stack_origin_tech = list(TECH_MATERIAL = 3)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
supply_conversion_value = 2
/datum/material/platinum
name = "platinum"
stack_type = /obj/item/stack/material/platinum
icon_colour = "#9999FF"
weight = 27
conductivity = 9.43
stack_origin_tech = list(TECH_MATERIAL = 2)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
supply_conversion_value = 5
/datum/material/uranium
name = "uranium"
stack_type = /obj/item/stack/material/uranium
radioactivity = 12
icon_base = "stone"
icon_reinf = "reinf_stone"
icon_colour = "#007A00"
weight = 22
stack_origin_tech = list(TECH_MATERIAL = 5)
door_icon_base = "stone"
supply_conversion_value = 2
/datum/material/mhydrogen
name = "mhydrogen"
stack_type = /obj/item/stack/material/mhydrogen
icon_colour = "#E6C5DE"
stack_origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 6, TECH_MAGNET = 5)
conductivity = 100
is_fusion_fuel = 1
supply_conversion_value = 6
/datum/material/deuterium
name = "deuterium"
stack_type = /obj/item/stack/material/deuterium
icon_colour = "#999999"
stack_origin_tech = list(TECH_MATERIAL = 3)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
is_fusion_fuel = 1
conductive = 0
/datum/material/tritium
name = "tritium"
stack_type = /obj/item/stack/material/tritium
icon_colour = "#777777"
stack_origin_tech = list(TECH_MATERIAL = 5)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
is_fusion_fuel = 1
conductive = 0
/datum/material/osmium
name = "osmium"
stack_type = /obj/item/stack/material/osmium
icon_colour = "#9999FF"
stack_origin_tech = list(TECH_MATERIAL = 5)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
conductivity = 100
supply_conversion_value = 6
/datum/material/graphite
name = MAT_GRAPHITE
stack_type = /obj/item/stack/material/graphite
flags = MATERIAL_BRITTLE
icon_base = "solid"
icon_reinf = "reinf_mesh"
icon_colour = "#333333"
hardness = 75
weight = 15
integrity = 175
protectiveness = 15
conductivity = 18
melting_point = T0C+3600
radiation_resistance = 15
stack_origin_tech = list(TECH_MATERIAL = 2, TECH_MAGNET = 2)
/datum/material/bronze
name = "bronze"
stack_type = /obj/item/stack/material/bronze
icon_colour = "#EDD12F"
icon_base = "solid"
icon_reinf = "reinf_over"
integrity = 120
conductivity = 12
protectiveness = 9 // 33%
/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/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

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/datum/material/durasteel/generate_recipes()
. = ..()
recipes += list(
new /datum/stack_recipe("durasteel fishing rod", /obj/item/weapon/material/fishing_rod/modern/strong, 2),
new /datum/stack_recipe("whetstone", /obj/item/weapon/whetstone, 2, time = 30),
)

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/datum/material/plasteel
name = "plasteel"
stack_type = /obj/item/stack/material/plasteel
integrity = 400
melting_point = 6000
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#777777"
explosion_resistance = 25
hardness = 80
weight = 23
protectiveness = 20 // 50%
conductivity = 13 // For the purposes of balance.
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
supply_conversion_value = 6
/datum/material/plasteel/generate_recipes()
..()
recipes += list(
new /datum/stack_recipe("AI core", /obj/structure/AIcore, 4, time = 50, one_per_turf = 1, recycle_material = "[name]"),
new /datum/stack_recipe("Metal crate", /obj/structure/closet/crate, 10, time = 50, one_per_turf = 1, recycle_material = "[name]"),
new /datum/stack_recipe("knife grip", /obj/item/weapon/material/butterflyhandle, 4, time = 20, one_per_turf = 0, on_floor = 1, supplied_material = "[name]"),
new /datum/stack_recipe("dark floor tile", /obj/item/stack/tile/floor/dark, 1, 4, 20, recycle_material = "[name]"),
new /datum/stack_recipe("roller bed", /obj/item/roller, 5, time = 30, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("whetstone", /obj/item/weapon/whetstone, 2, time = 10, recycle_material = "[name]")
)

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/datum/material/plasteel/generate_recipes()
. = ..()
// recipes += new /datum/stack_recipe("Hammer Head", /obj/item/weapon/hammer_head, 2) //CHOMPEdit - Disabled because I had to disable code/game/objects/items/weapons/material/sledgehammer_construction_ch.dm due to lots of errors
recipes += new /datum/stack_recipe_list("sofas", list( \
new /datum/stack_recipe("sofa middle", /obj/structure/bed/chair/sofa, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("sofa left", /obj/structure/bed/chair/sofa/left, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("sofa right", /obj/structure/bed/chair/sofa/right, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("sofa corner", /obj/structure/bed/chair/sofa/corner, 1, one_per_turf = 1, on_floor = 1), \
))

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/datum/material/plastitanium
name = MAT_PLASTITANIUM
stack_type = /obj/item/stack/material/plastitanium
integrity = 600
melting_point = 9000
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#585658"
explosion_resistance = 35
hardness = 90
weight = 40
protectiveness = 30
conductivity = 7
stack_origin_tech = list(TECH_MATERIAL = 5)
composite_material = list(MAT_TITANIUM = SHEET_MATERIAL_AMOUNT, MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT)
supply_conversion_value = 8
/datum/material/plastitanium/generate_recipes()
..()
recipes += list(
new /datum/stack_recipe("whetstone", /obj/item/weapon/whetstone, 2, time = 20),
)

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/datum/material/steel
name = DEFAULT_WALL_MATERIAL
stack_type = /obj/item/stack/material/steel
integrity = 150
conductivity = 11 // Assuming this is carbon steel, it would actually be slightly less conductive than iron, but lets ignore that.
protectiveness = 10 // 33%
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#666666"
/datum/material/steel/generate_recipes()
..()
recipes += list(
new /datum/stack_recipe_list("office chairs",list(
new /datum/stack_recipe("dark office chair", /obj/structure/bed/chair/office/dark, 5, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("light office chair", /obj/structure/bed/chair/office/light, 5, one_per_turf = 1, on_floor = 1, recycle_material = "[name]")
)),
new /datum/stack_recipe_list("comfy chairs", list(
new /datum/stack_recipe("beige comfy chair", /obj/structure/bed/chair/comfy/beige, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("black comfy chair", /obj/structure/bed/chair/comfy/black, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("brown comfy chair", /obj/structure/bed/chair/comfy/brown, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("lime comfy chair", /obj/structure/bed/chair/comfy/lime, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("teal comfy chair", /obj/structure/bed/chair/comfy/teal, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("red comfy chair", /obj/structure/bed/chair/comfy/red, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("blue comfy chair", /obj/structure/bed/chair/comfy/blue, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("purple comfy chair", /obj/structure/bed/chair/comfy/purp, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("green comfy chair", /obj/structure/bed/chair/comfy/green, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("yellow comfy chair", /obj/structure/bed/chair/comfy/yellow, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("orange comfy chair", /obj/structure/bed/chair/comfy/orange, 2, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
)),
new /datum/stack_recipe_list("airlock assemblies", list(
new /datum/stack_recipe("standard airlock assembly", /obj/structure/door_assembly, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("command airlock assembly", /obj/structure/door_assembly/door_assembly_com, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("security airlock assembly", /obj/structure/door_assembly/door_assembly_sec, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("eng atmos airlock assembly", /obj/structure/door_assembly/door_assembly_eat, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("engineering airlock assembly", /obj/structure/door_assembly/door_assembly_eng, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("mining airlock assembly", /obj/structure/door_assembly/door_assembly_min, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("atmospherics airlock assembly", /obj/structure/door_assembly/door_assembly_atmo, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("research airlock assembly", /obj/structure/door_assembly/door_assembly_research, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("medical airlock assembly", /obj/structure/door_assembly/door_assembly_med, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("maintenance airlock assembly", /obj/structure/door_assembly/door_assembly_mai, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("external airlock assembly", /obj/structure/door_assembly/door_assembly_ext, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("freezer airlock assembly", /obj/structure/door_assembly/door_assembly_fre, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("airtight hatch assembly", /obj/structure/door_assembly/door_assembly_hatch, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("maintenance hatch assembly", /obj/structure/door_assembly/door_assembly_mhatch, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("high security airlock assembly", /obj/structure/door_assembly/door_assembly_highsecurity, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("voidcraft airlock assembly horizontal", /obj/structure/door_assembly/door_assembly_voidcraft, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("voidcraft airlock assembly vertical", /obj/structure/door_assembly/door_assembly_voidcraft/vertical, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("emergency shutter", /obj/structure/firedoor_assembly, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("multi-tile airlock assembly", /obj/structure/door_assembly/multi_tile, 4, time = 50, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
)),
new /datum/stack_recipe_list("modular computer frames", list(
new /datum/stack_recipe("modular console frame", /obj/item/modular_computer/console, 20, recycle_material = "[name]"),\
new /datum/stack_recipe("modular telescreen frame", /obj/item/modular_computer/telescreen, 10, recycle_material = "[name]"),\
new /datum/stack_recipe("modular laptop frame", /obj/item/modular_computer/laptop, 10, recycle_material = "[name]"),\
new /datum/stack_recipe("modular tablet frame", /obj/item/modular_computer/tablet, 5, recycle_material = "[name]"),\
)),
new /datum/stack_recipe_list("filing cabinets", list(
new /datum/stack_recipe("filing cabinet", /obj/structure/filingcabinet, 4, time = 20, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("tall filing cabinet", /obj/structure/filingcabinet/filingcabinet, 4, time = 20, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("chest drawer", /obj/structure/filingcabinet/chestdrawer, 4, time = 20, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
)),
new /datum/stack_recipe("table frame", /obj/structure/table, 1, time = 10, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("bench frame", /obj/structure/table/bench, 1, time = 10, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("rack", /obj/structure/table/rack, 1, time = 5, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("closet", /obj/structure/closet, 2, time = 15, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("canister", /obj/machinery/portable_atmospherics/canister, 10, time = 15, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("cannon frame", /obj/item/weapon/cannonframe, 10, time = 15, one_per_turf = 0, on_floor = 0, recycle_material = "[name]"),
new /datum/stack_recipe("regular floor tile", /obj/item/stack/tile/floor, 1, 4, 20, recycle_material = "[name]"),
new /datum/stack_recipe("roofing tile", /obj/item/stack/tile/roofing, 3, 4, 20, recycle_material = "[name]"),
new /datum/stack_recipe("metal rod", /obj/item/stack/rods, 1, 2, 60, recycle_material = "[name]"),
new /datum/stack_recipe("frame", /obj/item/frame, 5, time = 25, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("mirror frame", /obj/item/frame/mirror, 1, time = 5, one_per_turf = 0, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("fire extinguisher cabinet frame", /obj/item/frame/extinguisher_cabinet, 4, time = 5, one_per_turf = 0, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("railing", /obj/structure/railing, 2, time = 50, one_per_turf = 0, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("turret frame", /obj/machinery/porta_turret_construct, 5, time = 25, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
//new /datum/stack_recipe("IV drip", /obj/machinery/iv_drip, 4, time = 20, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), //VOREStation Removal
new /datum/stack_recipe("medical stand", /obj/structure/medical_stand, 4, time = 20, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), //VOREStation Replacement,
new /datum/stack_recipe("conveyor switch", /obj/machinery/conveyor_switch, 2, time = 20, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("grenade casing", /obj/item/weapon/grenade/chem_grenade, recycle_material = "[name]"),
new /datum/stack_recipe("light fixture frame", /obj/item/frame/light, 2, recycle_material = "[name]"),
new /datum/stack_recipe("small light fixture frame", /obj/item/frame/light/small, 1, recycle_material = "[name]"),
new /datum/stack_recipe("floor lamp fixture frame", /obj/machinery/light_construct/flamp, 2, recycle_material = "[name]"),
new /datum/stack_recipe("apc frame", /obj/item/frame/apc, 2, recycle_material = "[name]"),
new /datum/stack_recipe("desk bell", /obj/item/weapon/deskbell, 1, on_floor = 1, supplied_material = "[name]"),
new /datum/stack_recipe("tanning rack", /obj/structure/tanning_rack, 3, one_per_turf = TRUE, time = 20, on_floor = TRUE, supplied_material = "[name]")
)

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/datum/material/steel/generate_recipes()
. = ..()
recipes += list(
new /datum/stack_recipe_list("mounted chairs",list(
new /datum/stack_recipe("mounted chair", /obj/structure/bed/chair/bay/chair, 2, one_per_turf = 1, on_floor = 1, time = 10),
new /datum/stack_recipe("red mounted chair", /obj/structure/bed/chair/bay/chair/padded/red, 2, one_per_turf = 1, on_floor = 1, time = 10),
new /datum/stack_recipe("brown mounted chair", /obj/structure/bed/chair/bay/chair/padded/brown, 2, one_per_turf = 1, on_floor = 1, time = 10),
new /datum/stack_recipe("teal mounted chair", /obj/structure/bed/chair/bay/chair/padded/teal, 2, one_per_turf = 1, on_floor = 1, time = 10),
new /datum/stack_recipe("black mounted chair", /obj/structure/bed/chair/bay/chair/padded/black, 2, one_per_turf = 1, on_floor = 1, time = 10),
new /datum/stack_recipe("green mounted chair", /obj/structure/bed/chair/bay/chair/padded/green, 2, one_per_turf = 1, on_floor = 1, time = 10),
new /datum/stack_recipe("purple mounted chair", /obj/structure/bed/chair/bay/chair/padded/purple, 2, one_per_turf = 1, on_floor = 1, time = 10),
new /datum/stack_recipe("blue mounted chair", /obj/structure/bed/chair/bay/chair/padded/blue, 2, one_per_turf = 1, on_floor = 1, time = 10),
new /datum/stack_recipe("beige mounted chair", /obj/structure/bed/chair/bay/chair/padded/beige, 2, one_per_turf = 1, on_floor = 1, time = 10),
new /datum/stack_recipe("lime mounted chair", /obj/structure/bed/chair/bay/chair/padded/lime, 2, one_per_turf = 1, on_floor = 1, time = 10),
new /datum/stack_recipe("yellow mounted chair", /obj/structure/bed/chair/bay/chair/padded/yellow, 2, one_per_turf = 1, on_floor = 1, time = 10)
)),
new /datum/stack_recipe_list("mounted comfy chairs",list(
new /datum/stack_recipe("mounted comfy chair", /obj/structure/bed/chair/bay/comfy, 3, one_per_turf = 1, on_floor = 1, time = 20),
new /datum/stack_recipe("red mounted comfy chair", /obj/structure/bed/chair/bay/comfy/red, 3, one_per_turf = 1, on_floor = 1, time = 20),
new /datum/stack_recipe("brown mounted comfy chair", /obj/structure/bed/chair/bay/comfy/brown, 3, one_per_turf = 1, on_floor = 1, time = 20),
new /datum/stack_recipe("teal mounted comfy chair", /obj/structure/bed/chair/bay/comfy/teal, 3, one_per_turf = 1, on_floor = 1, time = 20),
new /datum/stack_recipe("black mounted comfy chair", /obj/structure/bed/chair/bay/comfy/black, 3, one_per_turf = 1, on_floor = 1, time = 20),
new /datum/stack_recipe("green mounted comfy chair", /obj/structure/bed/chair/bay/comfy/green, 3, one_per_turf = 1, on_floor = 1, time = 20),
new /datum/stack_recipe("purple mounted comfy chair", /obj/structure/bed/chair/bay/comfy/purple, 3, one_per_turf = 1, on_floor = 1, time = 20),
new /datum/stack_recipe("blue mounted comfy chair", /obj/structure/bed/chair/bay/comfy/blue, 3, one_per_turf = 1, on_floor = 1, time = 20),
new /datum/stack_recipe("beige mounted comfy chair", /obj/structure/bed/chair/bay/comfy/beige, 3, one_per_turf = 1, on_floor = 1, time = 20),
new /datum/stack_recipe("lime mounted comfy chair", /obj/structure/bed/chair/bay/comfy/lime, 3, one_per_turf = 1, on_floor = 1, time = 20),
new /datum/stack_recipe("yellow mounted comfy chair", /obj/structure/bed/chair/bay/comfy/yellow, 3, one_per_turf = 1, on_floor = 1, time = 20)
)),
new /datum/stack_recipe("mounted captain's chair", /obj/structure/bed/chair/bay/comfy/captain, 4, one_per_turf = 1, on_floor = 1, time = 20),
new /datum/stack_recipe("dropship seat", /obj/structure/bed/chair/bay/shuttle, 4, one_per_turf = 1, on_floor = 1, time = 20),
new /datum/stack_recipe("small teshari nest", /obj/structure/bed/chair/bay/chair/padded/red/smallnest, 2, one_per_turf = 1, on_floor = 1, time = 10),
new /datum/stack_recipe("large teshari nest", /obj/structure/bed/chair/bay/chair/padded/red/bignest, 4, one_per_turf = 1, on_floor = 1, time = 20),
new /datum/stack_recipe("dance pole", /obj/structure/dancepole, 2, one_per_turf = 1, on_floor = 1, time = 20),
new /datum/stack_recipe("light switch frame", /obj/item/frame/lightswitch, 2),
new /datum/stack_recipe_list("sofas",list(
new /datum/stack_recipe("red sofa middle", /obj/structure/bed/chair/sofa, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("red sofa left", /obj/structure/bed/chair/sofa/left, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("red sofa right", /obj/structure/bed/chair/sofa/right, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("red sofa corner", /obj/structure/bed/chair/sofa/corner, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("brown sofa middle", /obj/structure/bed/chair/sofa/brown, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("brown sofa left", /obj/structure/bed/chair/sofa/brown/left, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("brown sofa right", /obj/structure/bed/chair/sofa/brown/right, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("brown sofa corner", /obj/structure/bed/chair/sofa/brown/corner, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("teal sofa middle", /obj/structure/bed/chair/sofa/teal, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("teal sofa left", /obj/structure/bed/chair/sofa/teal/left, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("teal sofa right", /obj/structure/bed/chair/sofa/teal/right, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("teal sofa corner", /obj/structure/bed/chair/sofa/teal/corner, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("black sofa middle", /obj/structure/bed/chair/sofa/black, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("black sofa left", /obj/structure/bed/chair/sofa/black/left, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("black sofa right", /obj/structure/bed/chair/sofa/black/right, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("black sofa corner", /obj/structure/bed/chair/sofa/black/corner, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("green sofa middle", /obj/structure/bed/chair/sofa/green, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("green sofa left", /obj/structure/bed/chair/sofa/green/left, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("green sofa right", /obj/structure/bed/chair/sofa/green/right, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("green sofa corner", /obj/structure/bed/chair/sofa/green/corner, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("purple sofa middle", /obj/structure/bed/chair/sofa/purp, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("purple sofa left", /obj/structure/bed/chair/sofa/purp/left, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("purple sofa right", /obj/structure/bed/chair/sofa/purp/right, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("purple sofa corner", /obj/structure/bed/chair/sofa/purp/corner, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("blue sofa middle", /obj/structure/bed/chair/sofa/blue, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("blue sofa left", /obj/structure/bed/chair/sofa/blue/left, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("blue sofa right", /obj/structure/bed/chair/sofa/blue/right, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("blue sofa corner", /obj/structure/bed/chair/sofa/blue/corner, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("beige sofa middle", /obj/structure/bed/chair/sofa/beige, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("beige sofa left", /obj/structure/bed/chair/sofa/beige/left, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("beige sofa right", /obj/structure/bed/chair/sofa/beige/right, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("beige sofa corner", /obj/structure/bed/chair/sofa/beige/corner, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("lime sofa middle", /obj/structure/bed/chair/sofa/lime, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("lime sofa left", /obj/structure/bed/chair/sofa/lime/left, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("lime sofa right", /obj/structure/bed/chair/sofa/lime/right, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("lime sofa corner", /obj/structure/bed/chair/sofa/lime/corner, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("yellow sofa middle", /obj/structure/bed/chair/sofa/yellow, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("yellow sofa left", /obj/structure/bed/chair/sofa/yellow/left, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("yellow sofa right", /obj/structure/bed/chair/sofa/yellow/right, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("yellow sofa corner", /obj/structure/bed/chair/sofa/yellow/corner, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("orange sofa middle", /obj/structure/bed/chair/sofa/orange, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("orange sofa left", /obj/structure/bed/chair/sofa/orange/left, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("orange sofa right", /obj/structure/bed/chair/sofa/orange/right, 1, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("orange sofa corner", /obj/structure/bed/chair/sofa/orange/corner, 1, one_per_turf = 1, on_floor = 1), \
)),
)

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/datum/material/diona
name = "biomass"
icon_colour = null
stack_type = null
integrity = 600
icon_base = "diona"
icon_reinf = "noreinf"
/datum/material/diona/place_dismantled_product()
return
/datum/material/diona/place_dismantled_girder(var/turf/target)
spawn_diona_nymph(target)
/datum/material/chitin
name = MAT_CHITIN
icon_colour = "#8d6653"
stack_type = /obj/item/stack/material/chitin
stack_origin_tech = list(TECH_MATERIAL = 3, TECH_BIO = 4)
icon_base = "solid"
icon_reinf = "reinf_mesh"
integrity = 60
weight = 10
ignition_point = T0C+400
melting_point = T0C+500
protectiveness = 20
conductive = 0
supply_conversion_value = 4

View File

@@ -0,0 +1,125 @@
/datum/material/cloth
name = "cloth"
stack_origin_tech = list(TECH_MATERIAL = 2)
door_icon_base = "wood"
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
flags = MATERIAL_PADDING
conductive = 0
integrity = 40
pass_stack_colors = TRUE
supply_conversion_value = 2
/datum/material/cloth/generate_recipes()
recipes = list(
new /datum/stack_recipe("woven net", /obj/item/weapon/material/fishing_net, 10, time = 30 SECONDS, pass_stack_color = TRUE, supplied_material = "[name]"),
new /datum/stack_recipe("bedsheet", /obj/item/weapon/bedsheet, 10, time = 30 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("uniform", /obj/item/clothing/under/color/white, 8, time = 15 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("foot wraps", /obj/item/clothing/shoes/footwraps, 2, time = 5 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("gloves", /obj/item/clothing/gloves/white, 2, time = 5 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("wig", /obj/item/clothing/head/powdered_wig, 4, time = 10 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("philosopher's wig", /obj/item/clothing/head/philosopher_wig, 50, time = 2 MINUTES, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("taqiyah", /obj/item/clothing/head/taqiyah, 3, time = 6 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("turban", /obj/item/clothing/head/turban, 3, time = 6 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("hijab", /obj/item/clothing/head/hijab, 3, time = 6 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("kippa", /obj/item/clothing/head/kippa, 3, time = 6 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("scarf", /obj/item/clothing/accessory/scarf/white, 4, time = 5 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("baggy pants", /obj/item/clothing/under/pants/baggy/white, 8, time = 10 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("belt pouch", /obj/item/weapon/storage/belt/fannypack/white, 25, time = 1 MINUTE, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("crude bandage", /obj/item/stack/medical/crude_pack, 1, time = 2 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("empty sandbag", /obj/item/stack/emptysandbag, 2, time = 2 SECONDS, pass_stack_color = TRUE, supplied_material = "[name]")
)
/datum/material/cloth/syncloth
name = "syncloth"
stack_origin_tech = list(TECH_MATERIAL = 3, TECH_BIO = 2)
ignition_point = T0C+532
melting_point = T0C+600
integrity = 200
protectiveness = 15 // 4%
pass_stack_colors = TRUE
supply_conversion_value = 3
/datum/material/cloth/teal
name = "teal"
display_name ="teal"
use_name = "teal cloth"
icon_colour = "#00EAFA"
/datum/material/cloth/black
name = "black"
display_name = "black"
use_name = "black cloth"
icon_colour = "#505050"
/datum/material/cloth/green
name = "green"
display_name = "green"
use_name = "green cloth"
icon_colour = "#01C608"
/datum/material/cloth/puple
name = "purple"
display_name = "purple"
use_name = "purple cloth"
icon_colour = "#9C56C4"
/datum/material/cloth/blue
name = "blue"
display_name = "blue"
use_name = "blue cloth"
icon_colour = "#6B6FE3"
/datum/material/cloth/beige
name = "beige"
display_name = "beige"
use_name = "beige cloth"
icon_colour = "#E8E7C8"
/datum/material/cloth/lime
name = "lime"
display_name = "lime"
use_name = "lime cloth"
icon_colour = "#62E36C"
/datum/material/cloth/yellow
name = "yellow"
display_name = "yellow"
use_name = "yellow cloth"
icon_colour = "#EEF573"
/datum/material/cloth/orange
name = "orange"
display_name = "orange"
use_name = "orange cloth"
icon_colour = "#E3BF49"
//CHOMPstation Removal Start: Moved to materials_ch and changed to allow for material var
/*
/material/carpet
name = "carpet"
display_name = "comfy"
use_name = "red upholstery"
icon_colour = "#DA020A"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
sheet_singular_name = "tile"
sheet_plural_name = "tiles"
protectiveness = 1 // 4%
conductive = 0
*/
//CHOMPstation Removal End
/datum/material/cotton
name = "cotton"
display_name ="cotton"
icon_colour = "#FFFFFF"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
conductive = 0

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@@ -1,67 +1,67 @@
//Red Color Fix
/datum/material/cloth_red
name = "carpet" //This is the easiest fix but god do i hate it -shark
display_name = "red"
use_name = "red cloth"
icon_colour = "#DA020A"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
conductive = 0
//CARPET materials
/datum/material/carpet
name = MAT_CARPET
display_name = "comfy"
use_name = "upholstery"
icon_colour = "#DB2626"
flags = MATERIAL_PADDING
stack_type = /obj/item/stack/tile/carpet
ignition_point = T0C+232
melting_point = T0C+300
sheet_singular_name = "tile"
sheet_plural_name = "tiles"
protectiveness = 1 // 4%
conductive = 0
/datum/material/carpet/teal
name = MAT_CARPET_TEAL
icon_colour = "#007575"
stack_type = /obj/item/stack/tile/carpet/teal
/datum/material/carpet/bcarpet
name = MAT_CARPET_BLACK
icon_colour = "#1B171E"
stack_type = /obj/item/stack/tile/carpet/bcarpet
/datum/material/carpet/blucarpet
name = MAT_CARPET_BLUE
icon_colour = "#122CDF"
stack_type = /obj/item/stack/tile/carpet/blucarpet
/datum/material/carpet/turcarpet
name = MAT_CARPET_TURQUOISE
icon_colour = "#41A997"
stack_type = /obj/item/stack/tile/carpet/turcarpet
/datum/material/carpet/sblucarpet
name = MAT_CARPET_SILVERBLUE
icon_colour = "#547EC6"
stack_type = /obj/item/stack/tile/carpet/sblucarpet
/datum/material/carpet/gaycarpet
name = MAT_CARPET_PINK
icon_colour = "#E12C87"
stack_type = /obj/item/stack/tile/carpet/gaycarpet
/datum/material/carpet/purcarpet
name = MAT_CARPET_PURPLE
icon_colour = "#B500A6"
stack_type = /obj/item/stack/tile/carpet/purcarpet
/datum/material/carpet/oracarpet
name = MAT_CARPET_ORANGE
icon_colour = "#D1D000"
stack_type = /obj/item/stack/tile/carpet/oracarpet
//Red Color Fix
/datum/material/cloth_red
name = "carpet" //This is the easiest fix but god do i hate it -shark
display_name = "red"
use_name = "red cloth"
icon_colour = "#DA020A"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
conductive = 0
//CARPET materials
/datum/material/carpet
name = MAT_CARPET
display_name = "comfy"
use_name = "upholstery"
icon_colour = "#DB2626"
flags = MATERIAL_PADDING
stack_type = /obj/item/stack/tile/carpet
ignition_point = T0C+232
melting_point = T0C+300
sheet_singular_name = "tile"
sheet_plural_name = "tiles"
protectiveness = 1 // 4%
conductive = 0
/datum/material/carpet/teal
name = MAT_CARPET_TEAL
icon_colour = "#007575"
stack_type = /obj/item/stack/tile/carpet/teal
/datum/material/carpet/bcarpet
name = MAT_CARPET_BLACK
icon_colour = "#1B171E"
stack_type = /obj/item/stack/tile/carpet/bcarpet
/datum/material/carpet/blucarpet
name = MAT_CARPET_BLUE
icon_colour = "#122CDF"
stack_type = /obj/item/stack/tile/carpet/blucarpet
/datum/material/carpet/turcarpet
name = MAT_CARPET_TURQUOISE
icon_colour = "#41A997"
stack_type = /obj/item/stack/tile/carpet/turcarpet
/datum/material/carpet/sblucarpet
name = MAT_CARPET_SILVERBLUE
icon_colour = "#547EC6"
stack_type = /obj/item/stack/tile/carpet/sblucarpet
/datum/material/carpet/gaycarpet
name = MAT_CARPET_PINK
icon_colour = "#E12C87"
stack_type = /obj/item/stack/tile/carpet/gaycarpet
/datum/material/carpet/purcarpet
name = MAT_CARPET_PURPLE
icon_colour = "#B500A6"
stack_type = /obj/item/stack/tile/carpet/purcarpet
/datum/material/carpet/oracarpet
name = MAT_CARPET_ORANGE
icon_colour = "#D1D000"
stack_type = /obj/item/stack/tile/carpet/oracarpet

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/datum/material/leather
name = MAT_LEATHER
display_name = "plainleather"
icon_colour = "#5C4831"
stack_type = /obj/item/stack/material/leather
stack_origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2)
flags = MATERIAL_PADDING
ignition_point = T0C+300
melting_point = T0C+300
protectiveness = 3 // 13%
conductive = 0
integrity = 40
supply_conversion_value = 3
/datum/material/leather/generate_recipes()
recipes = list(
new /datum/stack_recipe("bedsheet", /obj/item/weapon/bedsheet, 10, time = 30 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("uniform", /obj/item/clothing/under/color/white, 8, time = 15 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("foot wraps", /obj/item/clothing/shoes/footwraps, 2, time = 5 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("gloves", /obj/item/clothing/gloves/white, 2, time = 5 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("wig", /obj/item/clothing/head/powdered_wig, 4, time = 10 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("philosopher's wig", /obj/item/clothing/head/philosopher_wig, 50, time = 2 MINUTES, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("taqiyah", /obj/item/clothing/head/taqiyah, 3, time = 6 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("turban", /obj/item/clothing/head/turban, 3, time = 6 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("hijab", /obj/item/clothing/head/hijab, 3, time = 6 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("kippa", /obj/item/clothing/head/kippa, 3, time = 6 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("scarf", /obj/item/clothing/accessory/scarf/white, 4, time = 5 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("baggy pants", /obj/item/clothing/under/pants/baggy/white, 8, time = 10 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("belt pouch", /obj/item/weapon/storage/belt/fannypack/white, 25, time = 1 MINUTE, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("crude [display_name] bandage", /obj/item/stack/medical/crude_pack, 1, time = 2 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("[display_name] net", /obj/item/weapon/material/fishing_net, 10, time = 5 SECONDS, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] ring", /obj/item/clothing/gloves/ring/material, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] bracelet", /obj/item/clothing/accessory/bracelet/material, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] armor plate", /obj/item/weapon/material/armor_plating, 1, time = 20, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("empty sandbag", /obj/item/stack/emptysandbag, 2, time = 2 SECONDS, pass_stack_color = TRUE, supplied_material = "[name]"),
new /datum/stack_recipe("whip", /obj/item/weapon/material/whip, 5, time = 15 SECONDS, pass_stack_color = TRUE, supplied_material = "[name]")
)

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/datum/material/resin
name = "resin"
icon_colour = "#35343a"
icon_base = "resin"
dooropen_noise = 'sound/effects/attackblob.ogg'
door_icon_base = "resin"
icon_reinf = "reinf_mesh"
melting_point = T0C+300
sheet_singular_name = "blob"
sheet_plural_name = "blobs"
conductive = 0
explosion_resistance = 60
radiation_resistance = 10
stack_origin_tech = list(TECH_MATERIAL = 8, TECH_PHORON = 4, TECH_BLUESPACE = 4, TECH_BIO = 7)
stack_type = /obj/item/stack/material/resin
/datum/material/resin/can_open_material_door(var/mob/living/user)
var/mob/living/carbon/M = user
if(istype(M) && locate(/obj/item/organ/internal/xenos/hivenode) in M.internal_organs)
return TRUE
return FALSE
/datum/material/resin/wall_touch_special(var/turf/simulated/wall/W, var/mob/living/L)
var/mob/living/carbon/M = L
if(istype(M) && locate(/obj/item/organ/internal/xenos/hivenode) in M.internal_organs)
to_chat(M, "<span class='alien'>\The [W] shudders under your touch, starting to become porous.</span>")
playsound(W, 'sound/effects/attackblob.ogg', 50, 1)
if(do_after(L, 5 SECONDS))
spawn(2)
playsound(W, 'sound/effects/attackblob.ogg', 100, 1)
W.dismantle_wall()
return TRUE
return FALSE
/datum/material/resin/generate_recipes()
recipes = list(
new /datum/stack_recipe("[display_name] door", /obj/structure/simple_door/resin, 10, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] barricade", /obj/effect/alien/resin/wall, 5, time = 5 SECONDS, one_per_turf = 1, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("[display_name] nest", /obj/structure/bed/nest, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] wall girders", /obj/structure/girder/resin, 2, time = 5 SECONDS, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("crude [display_name] bandage", /obj/item/stack/medical/crude_pack, 1, time = 2 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("[display_name] net", /obj/item/weapon/material/fishing_net, 10, time = 5 SECONDS, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("[display_name] membrane", /obj/effect/alien/resin/membrane, 1, time = 2 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("[display_name] node", /obj/effect/alien/weeds/node, 1, time = 4 SECONDS, recycle_material = "[name]")
)

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/datum/material/wood
name = MAT_WOOD
stack_type = /obj/item/stack/material/wood
icon_colour = "#9c5930"
integrity = 50
icon_base = "wood"
explosion_resistance = 2
shard_type = SHARD_SPLINTER
shard_can_repair = 0 // you can't weld splinters back into planks
hardness = 15
weight = 18
protectiveness = 8 // 28%
conductive = 0
conductivity = 1
melting_point = T0C+300 //okay, not melting in this case, but hot enough to destroy wood
ignition_point = T0C+288
stack_origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
dooropen_noise = 'sound/effects/doorcreaky.ogg'
door_icon_base = "wood"
destruction_desc = "splinters"
sheet_singular_name = "plank"
sheet_plural_name = "planks"
/datum/material/wood/generate_recipes()
..()
recipes += list(
new /datum/stack_recipe("oar", /obj/item/weapon/oar, 2, time = 30, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("boat", /obj/vehicle/boat, 20, time = 10 SECONDS, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("dragon boat", /obj/vehicle/boat/dragon, 50, time = 30 SECONDS, supplied_material = "[name]", pass_stack_color = TRUE),
new /datum/stack_recipe("wooden sandals", /obj/item/clothing/shoes/sandal, 1, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("wood circlet", /obj/item/clothing/head/woodcirclet, 1, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("clipboard", /obj/item/weapon/clipboard, 1, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("wood floor tile", /obj/item/stack/tile/wood, 1, 4, 20, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("wooden chair", /obj/structure/bed/chair/wood, 3, time = 10, one_per_turf = 1, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("crossbow frame", /obj/item/weapon/crossbowframe, 5, time = 25, one_per_turf = 0, on_floor = 0, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("coffin", /obj/structure/closet/coffin, 5, time = 15, one_per_turf = 1, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("beehive assembly", /obj/item/beehive_assembly, 4, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("beehive frame", /obj/item/honey_frame, 1, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("book shelf", /obj/structure/bookcase, 5, time = 15, one_per_turf = 1, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("noticeboard frame", /obj/item/frame/noticeboard, 4, time = 5, one_per_turf = 0, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("wooden bucket", /obj/item/weapon/reagent_containers/glass/bucket/wood, 2, time = 4, one_per_turf = 0, on_floor = 0, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("coilgun stock", /obj/item/weapon/coilgun_assembly, 5, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("crude fishing rod", /obj/item/weapon/material/fishing_rod/built, 8, time = 10 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("wooden standup figure", /obj/structure/barricade/cutout, 5, time = 10 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]"), //VOREStation Add
new /datum/stack_recipe("noticeboard", /obj/structure/noticeboard, 1, recycle_material = "[name]"),
new /datum/stack_recipe("tanning rack", /obj/structure/tanning_rack, 3, one_per_turf = TRUE, time = 20, on_floor = TRUE, supplied_material = "[name]")
)
/datum/material/wood/sif
name = MAT_SIFWOOD
stack_type = /obj/item/stack/material/wood/sif
icon_colour = "#0099cc" // Cyan-ish
stack_origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2) // Alien wood would presumably be more interesting to the analyzer.
/datum/material/wood/sif/generate_recipes()
..()
recipes += new /datum/stack_recipe("alien wood floor tile", /obj/item/stack/tile/wood/sif, 1, 4, 20, pass_stack_color = TRUE)
for(var/datum/stack_recipe/r_recipe in recipes)
if(r_recipe.title == "wood floor tile")
recipes -= r_recipe
continue
if(r_recipe.title == "wooden chair")
recipes -= r_recipe
continue
/datum/material/wood/log
name = MAT_LOG
icon_base = "log"
stack_type = /obj/item/stack/material/log
sheet_singular_name = null
sheet_plural_name = "pile"
pass_stack_colors = TRUE
supply_conversion_value = 1
/datum/material/wood/log/generate_recipes()
recipes = list(
new /datum/stack_recipe("bonfire", /obj/structure/bonfire, 5, time = 50, supplied_material = "[name]", pass_stack_color = TRUE, recycle_material = "[name]")
)
/datum/material/wood/log/sif
name = MAT_SIFLOG
icon_colour = "#0099cc" // Cyan-ish
stack_origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2)
stack_type = /obj/item/stack/material/log/sif

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/datum/material/wood/generate_recipes() //Is a little sad we cant have lovely wooden sofa
. = ..()
recipes += new/datum/stack_recipe_list("sofas", list( \
new /datum/stack_recipe("sofa middle", /obj/structure/bed/chair/sofa, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \
new /datum/stack_recipe("sofa left", /obj/structure/bed/chair/sofa/left, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \
new /datum/stack_recipe("sofa right", /obj/structure/bed/chair/sofa/right, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \
new /datum/stack_recipe("sofa corner", /obj/structure/bed/chair/sofa/corner, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \
))

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/datum/material/flesh
name = "flesh"
display_name = "chunk of flesh"
icon_colour = "#dd90aa"
sheet_singular_name = "meat"
sheet_plural_name = "meats"
integrity = 1200
melting_point = 6000
explosion_resistance = 200
hardness = 500
weight = 500
/datum/material/fluff //This is to allow for 2 handed weapons that don't want to have a prefix.
name = " "
display_name = ""
icon_colour = "#000000"
sheet_singular_name = "fluff"
sheet_plural_name = "fluffs"
hardness = 60
weight = 20 //Strong as iron.
/datum/material/darkglass
name = "darkglass"
display_name = "darkglass"
icon_base = "darkglass"
icon_colour = "#FFFFFF"
/datum/material/fancyblack
name = "fancyblack"
display_name = "fancyblack"
icon_base = "fancyblack"
icon_colour = "#FFFFFF"

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/datum/material/plastic
name = "plastic"
stack_type = /obj/item/stack/material/plastic
flags = MATERIAL_BRITTLE
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#CCCCCC"
hardness = 10
weight = 12
protectiveness = 5 // 20%
conductive = 0
conductivity = 2 // For the sake of material armor diversity, we're gonna pretend this plastic is a good insulator.
melting_point = T0C+371 //assuming heat resistant plastic
stack_origin_tech = list(TECH_MATERIAL = 3)
/datum/material/plastic/generate_recipes()
..()
recipes += list(
new /datum/stack_recipe("plastic crate", /obj/structure/closet/crate/plastic, 10, one_per_turf = 1, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("plastic bag", /obj/item/weapon/storage/bag/plasticbag, 3, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("blood pack", /obj/item/weapon/reagent_containers/blood/empty, 4, on_floor = 0, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("reagent dispenser cartridge (large)", /obj/item/weapon/reagent_containers/chem_disp_cartridge, 5, on_floor=0, pass_stack_color = TRUE, recycle_material = "[name]"), // 500u
new /datum/stack_recipe("reagent dispenser cartridge (med)", /obj/item/weapon/reagent_containers/chem_disp_cartridge/medium, 3, on_floor=0, pass_stack_color = TRUE, recycle_material = "[name]"), // 250u
new /datum/stack_recipe("reagent dispenser cartridge (small)", /obj/item/weapon/reagent_containers/chem_disp_cartridge/small, 1, on_floor=0, pass_stack_color = TRUE, recycle_material = "[name]"), // 100u
new /datum/stack_recipe("white floor tile", /obj/item/stack/tile/floor/white, 1, 4, 20, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("freezer floor tile", /obj/item/stack/tile/floor/freezer, 1, 4, 20, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("shower curtain", /obj/structure/curtain, 4, time = 15, one_per_turf = 1, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("plastic flaps", /obj/structure/plasticflaps, 4, time = 25, one_per_turf = 1, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("water-cooler", /obj/structure/reagent_dispensers/water_cooler, 4, time = 10, one_per_turf = 1, on_floor = 1, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("lampshade", /obj/item/weapon/lampshade, 1, time = 1, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("plastic net", /obj/item/weapon/material/fishing_net, 25, time = 1 MINUTE, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("plastic fishtank", /obj/item/glass_jar/fish/plastic, 2, time = 30 SECONDS, recycle_material = "[name]"),
new /datum/stack_recipe("reagent tubing", /obj/item/stack/hose, 1, 4, 20, pass_stack_color = TRUE, recycle_material = "[name]")
)
/datum/material/cardboard
name = "cardboard"
stack_type = /obj/item/stack/material/cardboard
flags = MATERIAL_BRITTLE
integrity = 10
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#AAAAAA"
hardness = 1
weight = 1
protectiveness = 0 // 0%
conductive = 0
ignition_point = T0C+232 //"the temperature at which book-paper catches fire, and burns." close enough
melting_point = T0C+232 //temperature at which cardboard walls would be destroyed
stack_origin_tech = list(TECH_MATERIAL = 1)
door_icon_base = "wood"
destruction_desc = "crumples"
radiation_resistance = 1
pass_stack_colors = TRUE
/datum/material/cardboard/generate_recipes()
..()
recipes += list(
new /datum/stack_recipe("box", /obj/item/weapon/storage/box, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("donut box", /obj/item/weapon/storage/box/donut/empty, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("egg box", /obj/item/weapon/storage/fancy/egg_box, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("light tubes box", /obj/item/weapon/storage/box/lights/tubes, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("light bulbs box", /obj/item/weapon/storage/box/lights/bulbs, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("mouse traps box", /obj/item/weapon/storage/box/mousetraps, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("cardborg suit", /obj/item/clothing/suit/cardborg, 3, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("cardborg helmet", /obj/item/clothing/head/cardborg, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe("pizza box", /obj/item/pizzabox, pass_stack_color = TRUE, recycle_material = "[name]"),
new /datum/stack_recipe_list("folders",list(
new /datum/stack_recipe("blue folder", /obj/item/weapon/folder/blue, recycle_material = "[name]"),
new /datum/stack_recipe("grey folder", /obj/item/weapon/folder, recycle_material = "[name]"),
new /datum/stack_recipe("red folder", /obj/item/weapon/folder/red, recycle_material = "[name]"),
new /datum/stack_recipe("white folder", /obj/item/weapon/folder/white, recycle_material = "[name]"),
new /datum/stack_recipe("yellow folder", /obj/item/weapon/folder/yellow, recycle_material = "[name]")
))
)
/datum/material/toy_foam
name = "foam"
display_name = "foam"
use_name = "foam"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
icon_colour = "#ff9900"
hardness = 1
weight = 1
protectiveness = 0 // 0%
conductive = 0

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/datum/material/plastic/generate_recipes()
. = ..()
recipes += new/datum/stack_recipe_list("sofas", list( \
new /datum/stack_recipe("sofa middle", /obj/structure/bed/chair/sofa, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \
new /datum/stack_recipe("sofa left", /obj/structure/bed/chair/sofa/left, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \
new /datum/stack_recipe("sofa right", /obj/structure/bed/chair/sofa/right, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \
new /datum/stack_recipe("sofa corner", /obj/structure/bed/chair/sofa/corner, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \
new /datum/stack_recipe("Feeder", /obj/machinery/feeder, 4, time = 20, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
))

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/datum/material/snow
name = MAT_SNOW
stack_type = /obj/item/stack/material/snow
flags = MATERIAL_BRITTLE
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#FFFFFF"
integrity = 1
hardness = 1
weight = 1
protectiveness = 0 // 0%
stack_origin_tech = list(TECH_MATERIAL = 1)
melting_point = T0C+1
destruction_desc = "crumples"
sheet_singular_name = "pile"
sheet_plural_name = "pile" //Just a bigger pile
radiation_resistance = 1
/datum/material/snow/generate_recipes()
recipes = list(
new /datum/stack_recipe("snowball", /obj/item/weapon/material/snow/snowball, 1, time = 10, recycle_material = "[name]"),
new /datum/stack_recipe("snow brick", /obj/item/stack/material/snowbrick, 2, time = 10, recycle_material = "[name]"),
new /datum/stack_recipe("snowman", /obj/structure/snowman, 2, time = 15, recycle_material = "[name]"),
new /datum/stack_recipe("snow robot", /obj/structure/snowman/borg, 2, time = 10, recycle_material = "[name]"),
new /datum/stack_recipe("snow spider", /obj/structure/snowman/spider, 3, time = 20, recycle_material = "[name]")
)
/datum/material/snowbrick //only slightly stronger than snow, used to make igloos mostly
name = "packed snow"
flags = MATERIAL_BRITTLE
stack_type = /obj/item/stack/material/snowbrick
icon_base = "stone"
icon_reinf = "reinf_stone"
icon_colour = "#D8FDFF"
integrity = 50
weight = 2
hardness = 2
protectiveness = 0 // 0%
stack_origin_tech = list(TECH_MATERIAL = 1)
melting_point = T0C+1
destruction_desc = "crumbles"
sheet_singular_name = "brick"
sheet_plural_name = "bricks"
radiation_resistance = 1
/datum/material/snowbrick/generate_recipes()
recipes = list(
new /datum/stack_recipe("[display_name] door", /obj/structure/simple_door, 10, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"),
new /datum/stack_recipe("[display_name] barricade", /obj/structure/barricade, 5, time = 50, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"),
new /datum/stack_recipe("[display_name] stool", /obj/item/weapon/stool, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"),
new /datum/stack_recipe("[display_name] chair", /obj/structure/bed/chair, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"),
new /datum/stack_recipe("[display_name] bed", /obj/structure/bed, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"),
new /datum/stack_recipe("[display_name] double bed", /obj/structure/bed/double, 4, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"),
new /datum/stack_recipe("[display_name] wall girders", /obj/structure/girder, 2, time = 50, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"),
new /datum/stack_recipe("[display_name] ashtray", /obj/item/weapon/material/ashtray, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
)

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/datum/material/stone
name = "sandstone"
stack_type = /obj/item/stack/material/sandstone
icon_base = "stone"
icon_reinf = "reinf_stone"
icon_colour = "#D9C179"
shard_type = SHARD_STONE_PIECE
weight = 22
hardness = 55
protectiveness = 5 // 20%
conductive = 0
conductivity = 5
door_icon_base = "stone"
sheet_singular_name = "brick"
sheet_plural_name = "bricks"
/datum/material/stone/generate_recipes()
..()
recipes += new /datum/stack_recipe("planting bed", /obj/machinery/portable_atmospherics/hydroponics/soil, 3, time = 10, one_per_turf = 1, on_floor = 1, recycle_material = "[name]")
/datum/material/stone/marble
name = "marble"
icon_colour = "#AAAAAA"
weight = 26
hardness = 30 //VOREStation Edit - Please.
integrity = 201 //hack to stop kitchen benches being flippable, todo: refactor into weight system
stack_type = /obj/item/stack/material/marble
supply_conversion_value = 2
/datum/material/stone/marble/generate_recipes()
..()
recipes += list(
new /datum/stack_recipe("light marble floor tile", /obj/item/stack/tile/wmarble, 1, 4, 20, recycle_material = "[name]"),
new /datum/stack_recipe("dark marble floor tile", /obj/item/stack/tile/bmarble, 1, 4, 20, recycle_material = "[name]")
)

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//R-UST port
/datum/material/supermatter
name = "supermatter"
icon_colour = "#FFFF00"
stack_type = /obj/item/stack/material/supermatter
shard_type = SHARD_SHARD
radioactivity = 20
stack_type = null
luminescence = 3
ignition_point = PHORON_MINIMUM_BURN_TEMPERATURE
icon_base = "stone"
shard_type = SHARD_SHARD
hardness = 30
door_icon_base = "stone"
sheet_singular_name = "crystal"
sheet_plural_name = "crystals"
is_fusion_fuel = 1
stack_origin_tech = list(TECH_MATERIAL = 8, TECH_PHORON = 5, TECH_BLUESPACE = 4)
/datum/material/supermatter/generate_recipes()
recipes = list(
new /datum/stack_recipe("supermatter shard", /obj/machinery/power/supermatter/shard, 30 , one_per_turf = 1, time = 600, on_floor = 1, recycle_material = "[name]")
)

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@@ -1,104 +0,0 @@
/datum/material/flesh
name = "flesh"
display_name = "chunk of flesh"
icon_colour = "#dd90aa"
sheet_singular_name = "meat"
sheet_plural_name = "meats"
integrity = 1200
melting_point = 6000
explosion_resistance = 200
hardness = 500
weight = 500
/datum/material/fluff //This is to allow for 2 handed weapons that don't want to have a prefix.
name = " "
display_name = ""
icon_colour = "#000000"
sheet_singular_name = "fluff"
sheet_plural_name = "fluffs"
hardness = 60
weight = 20 //Strong as iron.
/datum/material/darkglass
name = "darkglass"
display_name = "darkglass"
icon_base = "darkglass"
icon_colour = "#FFFFFF"
/datum/material/fancyblack
name = "fancyblack"
display_name = "fancyblack"
icon_base = "fancyblack"
icon_colour = "#FFFFFF"
/datum/material/glass/titaniumglass
name = MAT_TITANIUMGLASS
display_name = "titanium glass"
stack_type = /obj/item/stack/material/glass/titanium
integrity = 150
hardness = 50
weight = 50
flags = MATERIAL_BRITTLE
icon_colour = "#A7A3A6"
stack_origin_tech = list(TECH_MATERIAL = 5)
window_options = list("One Direction" = 1, "Full Window" = 4)
created_window = /obj/structure/window/titanium
created_fulltile_window = /obj/structure/window/titanium/full
wire_product = null
rod_product = /obj/item/stack/material/glass/titanium
composite_material = list(MAT_TITANIUM = SHEET_MATERIAL_AMOUNT, "glass" = SHEET_MATERIAL_AMOUNT)
/datum/material/plastitanium
name = MAT_PLASTITANIUM
stack_type = /obj/item/stack/material/plastitanium
integrity = 600
melting_point = 9000
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#585658"
explosion_resistance = 35
hardness = 90
weight = 40
protectiveness = 30
conductivity = 7
stack_origin_tech = list(TECH_MATERIAL = 5)
composite_material = list(MAT_TITANIUM = SHEET_MATERIAL_AMOUNT, MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT)
supply_conversion_value = 8
/datum/material/plastitanium/hull
name = MAT_PLASTITANIUMHULL
stack_type = /obj/item/stack/material/plastitanium/hull
icon_base = "hull"
icon_reinf = "reinf_mesh"
icon_colour = "#585658"
explosion_resistance = 50
/datum/material/plastitanium/hull/place_sheet(var/turf/target) //Deconstructed into normal plasteel sheets.
new /obj/item/stack/material/plastitanium(target)
/datum/material/glass/plastaniumglass
name = MAT_PLASTITANIUMGLASS
display_name = "plas-titanium glass"
stack_type = /obj/item/stack/material/glass/plastitanium
integrity = 200
hardness = 60
weight = 80
flags = MATERIAL_BRITTLE
icon_colour = "#676366"
stack_origin_tech = list(TECH_MATERIAL = 6)
window_options = list("One Direction" = 1, "Full Window" = 4)
created_window = /obj/structure/window/plastitanium
created_fulltile_window = /obj/structure/window/plastitanium/full
wire_product = null
rod_product = /obj/item/stack/material/glass/plastitanium
composite_material = list(MAT_PLASTITANIUM = SHEET_MATERIAL_AMOUNT, "glass" = SHEET_MATERIAL_AMOUNT)
/datum/material/gold/hull
name = MAT_GOLDHULL
stack_type = /obj/item/stack/material/gold/hull
icon_base = "hull"
icon_reinf = "reinf_mesh"
explosion_resistance = 50
/datum/material/gold/hull/place_sheet(var/turf/target) //Deconstructed into normal plasteel sheets.
new /obj/item/stack/material/gold(target)

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// Stacked resources. They use a material datum for a lot of inherited values.
// If you're adding something here, make sure to add it to fifty_spawner_mats.dm as well
/obj/item/stack/material
force = 5.0
throwforce = 5
w_class = ITEMSIZE_NORMAL
throw_speed = 3
throw_range = 3
center_of_mass = null
max_amount = 50
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_material.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_material.dmi',
)
var/default_type = DEFAULT_WALL_MATERIAL
var/datum/material/material
var/perunit = SHEET_MATERIAL_AMOUNT
var/apply_colour //temp pending icon rewrite
drop_sound = 'sound/items/drop/axe.ogg'
pickup_sound = 'sound/items/pickup/axe.ogg'
/obj/item/stack/material/Initialize()
. = ..()
randpixel_xy()
if(!default_type)
default_type = DEFAULT_WALL_MATERIAL
material = get_material_by_name("[default_type]")
if(!material)
return INITIALIZE_HINT_QDEL
recipes = material.get_recipes()
stacktype = material.stack_type
if(islist(material.stack_origin_tech))
origin_tech = material.stack_origin_tech.Copy()
if(apply_colour)
color = material.icon_colour
if(!material.conductive)
flags |= NOCONDUCT
matter = material.get_matter()
update_strings()
/obj/item/stack/material/get_material()
return material
/obj/item/stack/material/proc/update_strings()
// Update from material datum.
singular_name = material.sheet_singular_name
if(amount>1)
name = "[material.use_name] [material.sheet_plural_name]"
desc = "A stack of [material.use_name] [material.sheet_plural_name]."
gender = PLURAL
else
name = "[material.use_name] [material.sheet_singular_name]"
desc = "A [material.sheet_singular_name] of [material.use_name]."
gender = NEUTER
/obj/item/stack/material/use(var/used)
. = ..()
update_strings()
return
/obj/item/stack/material/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified)
var/obj/item/stack/material/M = S
if(!istype(M) || material.name != M.material.name)
return 0
var/transfer = ..(S,tamount,1)
if(src) update_strings()
if(M) M.update_strings()
return transfer
/obj/item/stack/material/attack_self(var/mob/user)
if(!material.build_windows(user, src))
..()
/obj/item/stack/material/attackby(var/obj/item/W, var/mob/user)
if(istype(W,/obj/item/stack/cable_coil))
material.build_wired_product(user, W, src)
return
else if(istype(W, /obj/item/stack/rods))
material.build_rod_product(user, W, src)
return
return ..()

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/obj/item/stack/material/phoron
name = "solid phoron"
icon_state = "sheet-phoron"
default_type = "phoron"
no_variants = FALSE
drop_sound = 'sound/items/drop/glass.ogg'
pickup_sound = 'sound/items/pickup/glass.ogg'
/obj/item/stack/material/diamond
name = "diamond"
icon_state = "sheet-diamond"
default_type = "diamond"
drop_sound = 'sound/items/drop/glass.ogg'
pickup_sound = 'sound/items/pickup/glass.ogg'
/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/valhollide
name = MAT_VALHOLLIDE
icon_state = "sheet-gem"
item_state = "diamond"
default_type = MAT_VALHOLLIDE
no_variants = FALSE
apply_colour = TRUE
// Particle Smasher and Exotic material.
/obj/item/stack/material/verdantium
name = MAT_VERDANTIUM
icon_state = "sheet-wavy"
item_state = "mhydrogen"
default_type = MAT_VERDANTIUM
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/morphium
name = MAT_MORPHIUM
icon_state = "sheet-wavy"
item_state = "mhydrogen"
default_type = MAT_MORPHIUM
no_variants = FALSE
apply_colour = TRUE

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/obj/item/stack/material/glass
name = "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-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-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-rtransparent"
default_type = "reinforced borosilicate glass"
no_variants = FALSE
apply_colour = TRUE

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/obj/item/stack/material/glass/titanium
name = "ti-glass sheets"
icon = 'icons/obj/stacks_vr.dmi'
icon_state = "sheet-titaniumglass"
item_state = "sheet-silver"
no_variants = FALSE
drop_sound = 'sound/items/drop/glass.ogg'
default_type = MAT_TITANIUMGLASS
/obj/item/stack/material/glass/plastitanium
name = "plastitanium glass sheets"
icon = 'icons/obj/stacks_vr.dmi'
icon_state = "sheet-plastitaniumglass"
item_state = "sheet-silver"
no_variants = FALSE
drop_sound = 'sound/items/drop/glass.ogg'
default_type = MAT_PLASTITANIUMGLASS

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/obj/item/stack/material/steel/hull
name = MAT_STEELHULL
default_type = MAT_STEELHULL
/obj/item/stack/material/plasteel/hull
name = MAT_PLASTEELHULL
default_type = MAT_PLASTEELHULL
/obj/item/stack/material/durasteel/hull
name = MAT_DURASTEELHULL
/obj/item/stack/material/titanium/hull
name = MAT_TITANIUMHULL
default_type = MAT_TITANIUMHULL
/obj/item/stack/material/morphium/hull
name = MAT_MORPHIUMHULL
default_type = MAT_MORPHIUMHULL

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/obj/item/stack/material/plastitanium/hull
name = "plastitanium hull sheets"
icon = 'icons/obj/stacks_vr.dmi'
icon_state = "sheet-plastitanium"
item_state = "sheet-silver"
no_variants = FALSE
default_type = MAT_PLASTITANIUMHULL
/obj/item/stack/material/gold/hull
name = "gold hull sheets"
icon = 'icons/obj/stacks_vr.dmi'
icon_state = "sheet-plastitanium"
item_state = "sheet-silver"
no_variants = FALSE
default_type = MAT_GOLDHULL

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/obj/item/stack/material/steel
name = DEFAULT_WALL_MATERIAL
icon_state = "sheet-refined"
default_type = DEFAULT_WALL_MATERIAL
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/plasteel
name = "plasteel"
icon_state = "sheet-reinforced"
default_type = "plasteel"
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/durasteel
name = "durasteel"
icon_state = "sheet-reinforced"
item_state = "sheet-metal"
default_type = "durasteel"
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/titanium
name = MAT_TITANIUM
icon_state = "sheet-refined"
apply_colour = TRUE
item_state = "sheet-silver"
default_type = MAT_TITANIUM
no_variants = FALSE
/obj/item/stack/material/iron
name = "iron"
icon_state = "sheet-ingot"
default_type = "iron"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/lead
name = "lead"
icon_state = "sheet-ingot"
default_type = "lead"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/gold
name = "gold"
icon_state = "sheet-ingot"
default_type = "gold"
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/silver
name = "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
name = "platinum"
icon_state = "sheet-adamantine"
default_type = "platinum"
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/uranium
name = "uranium"
icon_state = "sheet-uranium"
default_type = "uranium"
no_variants = FALSE
//Extremely valuable to Research.
/obj/item/stack/material/mhydrogen
name = "metallic hydrogen"
icon_state = "sheet-mythril"
default_type = "mhydrogen"
no_variants = FALSE
// Fusion fuel.
/obj/item/stack/material/deuterium
name = "deuterium"
icon_state = "sheet-puck"
default_type = "deuterium"
apply_colour = 1
no_variants = FALSE
//Fuel for MRSPACMAN generator.
/obj/item/stack/material/tritium
name = "tritium"
icon_state = "sheet-puck"
default_type = "tritium"
apply_colour = TRUE
no_variants = FALSE
/obj/item/stack/material/osmium
name = "osmium"
icon_state = "sheet-ingot"
default_type = "osmium"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/graphite
name = "graphite"
icon_state = "sheet-puck"
default_type = MAT_GRAPHITE
apply_colour = 1
no_variants = FALSE
/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/aluminium
name = "aluminium"
icon_state = "sheet-ingot"
singular_name = "aluminium ingot"
default_type = "aluminium"
apply_colour = 1
no_variants = FALSE

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@@ -0,0 +1,12 @@
/obj/item/stack/material/titanium
icon = 'icons/obj/stacks_vr.dmi'
icon_state = "sheet-titanium"
no_variants = FALSE
/obj/item/stack/material/plastitanium
name = "plastitanium sheets"
icon = 'icons/obj/stacks_vr.dmi'
icon_state = "sheet-plastitanium"
item_state = "sheet-silver"
no_variants = FALSE
default_type = MAT_PLASTITANIUM

View File

@@ -1,109 +1,109 @@
/obj/item/stack/rods
name = "metal rod"
desc = "Some rods. Can be used for building, or something."
singular_name = "metal rod"
icon_state = "rods"
w_class = ITEMSIZE_NORMAL
force = 9.0
throwforce = 15.0
throw_speed = 5
throw_range = 20
drop_sound = 'sound/items/drop/metalweapon.ogg'
pickup_sound = 'sound/items/pickup/metalweapon.ogg'
matter = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2)
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."
gender = NEUTER
matter = null
uses_charge = 1
charge_costs = list(500)
stacktype = /obj/item/stack/rods
no_variants = TRUE
/obj/item/stack/rods/Initialize()
. = ..()
recipes = rods_recipes
update_icon()
/obj/item/stack/rods/update_icon()
var/amount = get_amount()
if((amount <= 5) && (amount > 0))
icon_state = "rods-[amount]"
else
icon_state = "rods"
var/global/list/datum/stack_recipe/rods_recipes = list( \
new/datum/stack_recipe("grille", /obj/structure/grille, 2, time = 10, one_per_turf = 1, on_floor = 0),
new/datum/stack_recipe("catwalk", /obj/structure/catwalk, 2, time = 80, one_per_turf = 1, on_floor = 1))
/obj/item/stack/rods/attackby(obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two rods to do this.</span>")
return
if(WT.remove_fuel(0,user))
var/obj/item/stack/material/steel/new_item = new(usr.loc)
new_item.add_to_stacks(usr)
for (var/mob/M in viewers(src))
M.show_message("<span class='notice'>[src] is shaped into metal by [user.name] with the weldingtool.</span>", 3, "<span class='notice'>You hear welding.</span>", 2)
var/obj/item/stack/rods/R = src
src = null
var/replace = (user.get_inactive_hand()==R)
R.use(2)
if (!R && replace)
user.put_in_hands(new_item)
return
if (istype(W, /obj/item/weapon/tape_roll))
var/obj/item/stack/medical/splint/ghetto/new_splint = new(get_turf(user))
new_splint.add_fingerprint(user)
user.visible_message("<span class='notice'>\The [user] constructs \a [new_splint] out of a [singular_name].</span>", \
"<span class='notice'>You use make \a [new_splint] out of a [singular_name].</span>")
src.use(1)
return
..()
/*
/obj/item/stack/rods/attack_self(mob/user as mob)
src.add_fingerprint(user)
if(!istype(user.loc,/turf)) return 0
if (locate(/obj/structure/grille, usr.loc))
for(var/obj/structure/grille/G in usr.loc)
if (G.destroyed)
G.health = 10
G.density = 1
G.destroyed = 0
G.icon_state = "grille"
use(1)
else
return 1
else if(!in_use)
if(get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two rods to do this.</span>")
return
to_chat(usr, "<span class='notice'>Assembling grille...</span>")
in_use = 1
if (!do_after(usr, 10))
in_use = 0
return
var/obj/structure/grille/F = new /obj/structure/grille/ ( usr.loc )
to_chat(usr, "<span class='notice'>You assemble a grille</span>")
in_use = 0
F.add_fingerprint(usr)
use(2)
return
/obj/item/stack/rods
name = "metal rod"
desc = "Some rods. Can be used for building, or something."
singular_name = "metal rod"
icon_state = "rods"
w_class = ITEMSIZE_NORMAL
force = 9.0
throwforce = 15.0
throw_speed = 5
throw_range = 20
drop_sound = 'sound/items/drop/metalweapon.ogg'
pickup_sound = 'sound/items/pickup/metalweapon.ogg'
matter = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2)
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."
gender = NEUTER
matter = null
uses_charge = 1
charge_costs = list(500)
stacktype = /obj/item/stack/rods
no_variants = TRUE
/obj/item/stack/rods/Initialize()
. = ..()
recipes = rods_recipes
update_icon()
/obj/item/stack/rods/update_icon()
var/amount = get_amount()
if((amount <= 5) && (amount > 0))
icon_state = "rods-[amount]"
else
icon_state = "rods"
var/global/list/datum/stack_recipe/rods_recipes = list( \
new/datum/stack_recipe("grille", /obj/structure/grille, 2, time = 10, one_per_turf = 1, on_floor = 0),
new/datum/stack_recipe("catwalk", /obj/structure/catwalk, 2, time = 80, one_per_turf = 1, on_floor = 1))
/obj/item/stack/rods/attackby(obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two rods to do this.</span>")
return
if(WT.remove_fuel(0,user))
var/obj/item/stack/material/steel/new_item = new(usr.loc)
new_item.add_to_stacks(usr)
for (var/mob/M in viewers(src))
M.show_message("<span class='notice'>[src] is shaped into metal by [user.name] with the weldingtool.</span>", 3, "<span class='notice'>You hear welding.</span>", 2)
var/obj/item/stack/rods/R = src
src = null
var/replace = (user.get_inactive_hand()==R)
R.use(2)
if (!R && replace)
user.put_in_hands(new_item)
return
if (istype(W, /obj/item/weapon/tape_roll))
var/obj/item/stack/medical/splint/ghetto/new_splint = new(get_turf(user))
new_splint.add_fingerprint(user)
user.visible_message("<span class='notice'>\The [user] constructs \a [new_splint] out of a [singular_name].</span>", \
"<span class='notice'>You use make \a [new_splint] out of a [singular_name].</span>")
src.use(1)
return
..()
/*
/obj/item/stack/rods/attack_self(mob/user as mob)
src.add_fingerprint(user)
if(!istype(user.loc,/turf)) return 0
if (locate(/obj/structure/grille, usr.loc))
for(var/obj/structure/grille/G in usr.loc)
if (G.destroyed)
G.health = 10
G.density = 1
G.destroyed = 0
G.icon_state = "grille"
use(1)
else
return 1
else if(!in_use)
if(get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two rods to do this.</span>")
return
to_chat(usr, "<span class='notice'>Assembling grille...</span>")
in_use = 1
if (!do_after(usr, 10))
in_use = 0
return
var/obj/structure/grille/F = new /obj/structure/grille/ ( usr.loc )
to_chat(usr, "<span class='notice'>You assemble a grille</span>")
in_use = 0
F.add_fingerprint(usr)
use(2)
return
*/

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@@ -0,0 +1,31 @@
/obj/item/stack/material/chitin
name = "chitin"
desc = "The by-product of mob grinding."
icon_state = "chitin"
default_type = MAT_CHITIN
no_variants = FALSE
pass_color = TRUE
strict_color_stacking = TRUE
drop_sound = 'sound/items/drop/leather.ogg'
pickup_sound = 'sound/items/pickup/leather.ogg'
//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
/obj/item/stack/xenochitin
name = "alien chitin"
desc = "A piece of the hide of a terrible creature."
singular_name = "alien chitin piece"
icon = 'icons/mob/alien.dmi'
icon_state = "chitin"
stacktype = "hide-chitin"
/obj/item/xenos_claw
name = "alien claw"
desc = "The claw of a terrible creature."
icon = 'icons/mob/alien.dmi'
icon_state = "claw"
/obj/item/weed_extract
name = "weed extract"
desc = "A piece of slimy, purplish weed."
icon = 'icons/mob/alien.dmi'
icon_state = "weed_extract"

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@@ -0,0 +1,8 @@
/obj/item/stack/material/resin
name = "resin"
icon_state = "sheet-resin"
default_type = "resin"
no_variants = TRUE
apply_colour = TRUE
pass_color = TRUE
strict_color_stacking = TRUE

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@@ -0,0 +1,90 @@
/obj/item/stack/animalhide
name = "hide"
desc = "The hide of some creature."
description_info = "Use something <b><font color='red'>sharp</font></b>, like a knife, to scrape the hairs/feathers/etc off this hide to prepare it for tanning."
icon_state = "sheet-hide"
drop_sound = 'sound/items/drop/cloth.ogg'
pickup_sound = 'sound/items/pickup/cloth.ogg'
amount = 1
max_amount = 20
stacktype = "hide"
no_variants = TRUE
// This needs to be very clearly documented for players. Whether it should stay in the main description is up for debate.
/obj/item/stack/animalhide/examine(var/mob/user)
. = ..()
. += description_info
//Step one - dehairing.
/obj/item/stack/animalhide/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(has_edge(W) || is_sharp(W))
//visible message on mobs is defined as visible_message(var/message, var/self_message, var/blind_message)
user.visible_message("<span class='notice'>\The [user] starts cutting hair off \the [src]</span>", "<span class='notice'>You start cutting the hair off \the [src]</span>", "You hear the sound of a knife rubbing against flesh")
var/scraped = 0
while(amount > 0 && do_after(user, 2.5 SECONDS)) // 2.5s per hide
//Try locating an exisitng stack on the tile and add to there if possible
var/obj/item/stack/hairlesshide/H = null
for(var/obj/item/stack/hairlesshide/HS in user.loc) // Could be scraping something inside a locker, hence the .loc, not get_turf
if(HS.amount < HS.max_amount)
H = HS
break
// Either we found a valid stack, in which case increment amount,
// Or we need to make a new stack
if(istype(H))
H.amount++
else
H = new /obj/item/stack/hairlesshide(user.loc)
// Increment the amount
src.use(1)
scraped++
if(scraped)
to_chat(user, SPAN_NOTICE("You scrape the hair off [scraped] hide\s."))
else
..()
/obj/item/stack/animalhide/human
name = "skin"
desc = "The by-product of sapient farming."
singular_name = "skin piece"
icon_state = "sheet-hide"
no_variants = FALSE
drop_sound = 'sound/items/drop/leather.ogg'
pickup_sound = 'sound/items/pickup/leather.ogg'
stacktype = "hide-human"
/obj/item/stack/animalhide/corgi
name = "corgi hide"
desc = "The by-product of corgi farming."
singular_name = "corgi hide piece"
icon_state = "sheet-corgi"
stacktype = "hide-corgi"
/obj/item/stack/animalhide/cat
name = "cat hide"
desc = "The by-product of cat farming."
singular_name = "cat hide piece"
icon_state = "sheet-cat"
stacktype = "hide-cat"
/obj/item/stack/animalhide/monkey
name = "monkey hide"
desc = "The by-product of monkey farming."
singular_name = "monkey hide piece"
icon_state = "sheet-monkey"
stacktype = "hide-monkey"
/obj/item/stack/animalhide/lizard
name = "lizard skin"
desc = "Sssssss..."
singular_name = "lizard skin piece"
icon_state = "sheet-lizard"
stacktype = "hide-lizard"
/obj/item/stack/animalhide/xeno
name = "alien hide"
desc = "The skin of a terrible creature."
singular_name = "alien hide piece"
icon_state = "sheet-xeno"
stacktype = "hide-xeno"

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@@ -0,0 +1,48 @@
//Step two - washing..... it's actually in washing machine code, and ere.
/obj/item/stack/hairlesshide
name = "hairless hide"
desc = "This hide was stripped of it's hair, but still needs tanning."
description_info = "Get it <b><font color='blue'>wet</font></b> to continue tanning this into leather.<br>\
You could set it in a river, wash it with a sink, or just splash water on it with a bucket."
singular_name = "hairless hide piece"
icon_state = "sheet-hairlesshide"
no_variants = FALSE
max_amount = 20
stacktype = "hairlesshide"
/obj/item/stack/hairlesshide/examine(var/mob/user)
. = ..()
. += description_info
/obj/item/stack/hairlesshide/water_act(var/wateramount)
. = ..()
wateramount = min(amount, round(wateramount))
for(var/i in 1 to wateramount)
var/obj/item/stack/wetleather/H = null
for(var/obj/item/stack/wetleather/HS in get_turf(src)) // Doesn't have a user, can't just use their loc
if(HS.amount < HS.max_amount)
H = HS
break
// Either we found a valid stack, in which case increment amount,
// Or we need to make a new stack
if(istype(H))
H.amount++
else
H = new /obj/item/stack/wetleather(get_turf(src))
// Increment the amount
src.use(1)
/obj/item/stack/hairlesshide/proc/rapidcure(var/stacknum = 1)
stacknum = min(stacknum, amount)
while(stacknum)
var/obj/item/stack/wetleather/I = new /obj/item/stack/wetleather(get_turf(src))
if(istype(I))
I.dry()
use(1)
stacknum -= 1

View File

@@ -0,0 +1,51 @@
//Step three - drying
/obj/item/stack/wetleather
name = "wet leather"
desc = "This leather has been cleaned but still needs to be dried."
description_info = "To finish tanning the leather, you need to dry it. \
You could place it under a <b><font color='red'>fire</font></b>, \
put it in a <b><font color='blue'>drying rack</font></b>, \
or build a <b><font color='brown'>tanning rack</font></b> from steel or wooden boards."
singular_name = "wet leather piece"
icon_state = "sheet-wetleather"
var/wetness = 30 //Reduced when exposed to high temperautres
var/drying_threshold_temperature = 500 //Kelvin to start drying
no_variants = FALSE
max_amount = 20
stacktype = "wetleather"
var/dry_type = /obj/item/stack/material/leather
/obj/item/stack/wetleather/examine(var/mob/user)
. = ..()
. += description_info
. += "\The [src] is [get_dryness_text()]."
/obj/item/stack/wetleather/proc/get_dryness_text()
if(wetness > 20)
return "wet"
if(wetness > 10)
return "damp"
if(wetness)
return "almost dry"
return "dry"
/obj/item/stack/wetleather/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
if(exposed_temperature >= drying_threshold_temperature)
wetness--
if(wetness == 0)
dry()
/obj/item/stack/wetleather/proc/dry()
var/obj/item/stack/material/leather/L = new(src.loc)
L.amount = amount
use(amount)
return L
/obj/item/stack/wetleather/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified)
. = ..()
if(.) // If it transfers any, do a weighted average of the wetness
var/obj/item/stack/wetleather/W = S
var/oldamt = W.amount - .
W.wetness = round(((oldamt * W.wetness) + (. * wetness)) / W.amount)

View File

@@ -0,0 +1,70 @@
/obj/structure/tanning_rack
name = "tanning rack"
desc = "A rack used to stretch leather out and hold it taut during the tanning process."
icon = 'icons/obj/kitchen.dmi'
icon_state = "spike"
var/obj/item/stack/wetleather/drying = null
/obj/structure/tanning_rack/Initialize()
. = ..()
START_PROCESSING(SSobj, src) // SSObj fires ~every 2s , starting from wetness 30 takes ~1m
/obj/structure/tanning_rack/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/structure/tanning_rack/process()
if(drying && drying.wetness)
drying.wetness = max(drying.wetness - 1, 0)
if(!drying.wetness)
visible_message("The [drying] is dry!")
update_icon()
/obj/structure/tanning_rack/examine(var/mob/user)
. = ..()
if(drying)
. += "\The [drying] is [drying.get_dryness_text()]."
/obj/structure/tanning_rack/update_icon()
overlays.Cut()
if(drying)
var/image/I
if(drying.wetness)
I = image(icon, "leather_wet")
else
I = image(icon, "leather_dry")
add_overlay(I)
/obj/structure/tanning_rack/attackby(var/atom/A, var/mob/user)
if(istype(A, /obj/item/stack/wetleather))
if(!drying) // If not drying anything, start drying the thing
if(user.unEquip(A, target = src))
drying = A
else // Drying something, add if possible
var/obj/item/stack/wetleather/W = A
W.transfer_to(drying, W.amount, TRUE)
update_icon()
return TRUE
return ..()
/obj/structure/tanning_rack/attack_hand(var/mob/user)
if(drying)
var/obj/item/stack/S = drying
if(!drying.wetness) // If it's dry, make a stack of dry leather and prepare to put that in their hands
var/obj/item/stack/material/leather/L = new(src)
L.amount = drying.amount
drying.use(drying.amount)
S = L
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(!H.put_in_any_hand_if_possible(S))
S.forceMove(get_turf(src))
else
S.forceMove(get_turf(src))
drying = null
update_icon()
/obj/structure/tanning_rack/attack_robot(var/mob/user)
attack_hand(user) // That has checks to

View File

@@ -0,0 +1,23 @@
/obj/item/stack/material/leather
name = "leather"
desc = "The by-product of mob grinding."
icon_state = "sheet-leather"
default_type = MAT_LEATHER
no_variants = FALSE
pass_color = TRUE
strict_color_stacking = TRUE
drop_sound = 'sound/items/drop/leather.ogg'
pickup_sound = 'sound/items/pickup/leather.ogg'
/obj/item/stack/material/cloth
name = "cloth"
icon_state = "sheet-cloth"
default_type = "cloth"
no_variants = FALSE
pass_color = TRUE
strict_color_stacking = TRUE
drop_sound = 'sound/items/drop/clothing.ogg'
pickup_sound = 'sound/items/pickup/clothing.ogg'
/obj/item/stack/material/cloth/diyaab
color = "#c6ccf0"

View File

@@ -0,0 +1,55 @@
/obj/item/stack/material/wood
name = "wooden plank"
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"
color = "#0099cc"
default_type = MAT_SIFWOOD
/obj/item/stack/material/log
name = "log"
icon_state = "sheet-log"
default_type = MAT_LOG
no_variants = FALSE
color = "#824B28"
max_amount = 25
w_class = ITEMSIZE_HUGE
description_info = "Use inhand to craft things, or use a sharp and edged object on this to convert it into two wooden planks."
var/plank_type = /obj/item/stack/material/wood
drop_sound = 'sound/items/drop/wooden.ogg'
pickup_sound = 'sound/items/pickup/wooden.ogg'
/obj/item/stack/material/log/sif
name = "alien log"
default_type = MAT_SIFLOG
color = "#0099cc"
plank_type = /obj/item/stack/material/wood/sif
/obj/item/stack/material/log/attackby(var/obj/item/W, var/mob/user)
if(!istype(W) || W.force <= 0)
return ..()
if(W.sharp && W.edge)
var/time = (3 SECONDS / max(W.force / 10, 1)) * W.toolspeed
user.setClickCooldown(time)
if(do_after(user, time, src) && use(1))
to_chat(user, "<span class='notice'>You cut up a log into planks.</span>")
playsound(src, 'sound/effects/woodcutting.ogg', 50, 1)
var/obj/item/stack/material/wood/existing_wood = null
for(var/obj/item/stack/material/wood/M in user.loc)
if(M.material.name == src.material.name)
existing_wood = M
break
var/obj/item/stack/material/wood/new_wood = new plank_type(user.loc)
new_wood.amount = 2
if(existing_wood && new_wood.transfer_to(existing_wood))
to_chat(user, "<span class='notice'>You add the newly-formed wood to the stack. It now contains [existing_wood.amount] planks.</span>")
else
return ..()

View File

@@ -0,0 +1,15 @@
/obj/item/stack/material/plastic
name = "plastic"
icon_state = "sheet-plastic"
default_type = "plastic"
no_variants = FALSE
/obj/item/stack/material/cardboard
name = "cardboard"
icon_state = "sheet-card"
default_type = "cardboard"
no_variants = FALSE
pass_color = TRUE
strict_color_stacking = TRUE
drop_sound = 'sound/items/drop/cardboardbox.ogg'
pickup_sound = 'sound/items/pickup/cardboardbox.ogg'

View File

@@ -0,0 +1,16 @@
// Ok, technically not stones, but the snowbrick's function is similar to sandstone and marble
/obj/item/stack/material/snow
name = "snow"
desc = "The temptation to build a snowman rises."
icon_state = "sheet-snow"
drop_sound = 'sound/items/drop/gloves.ogg'
pickup_sound = 'sound/items/pickup/clothing.ogg'
default_type = "snow"
/obj/item/stack/material/snowbrick
name = "snow brick"
desc = "For all of your igloo building needs."
icon_state = "sheet-snowbrick"
default_type = "packed snow"
drop_sound = 'sound/items/drop/gloves.ogg'
pickup_sound = 'sound/items/pickup/clothing.ogg'

View File

@@ -0,0 +1,15 @@
/obj/item/stack/material/sandstone
name = "sandstone brick"
icon_state = "sheet-sandstone"
default_type = "sandstone"
no_variants = FALSE
drop_sound = 'sound/items/drop/boots.ogg'
pickup_sound = 'sound/items/pickup/boots.ogg'
/obj/item/stack/material/marble
name = "marble brick"
icon_state = "sheet-marble"
default_type = "marble"
no_variants = FALSE
drop_sound = 'sound/items/drop/boots.ogg'
pickup_sound = 'sound/items/pickup/boots.ogg'

View File

@@ -0,0 +1,55 @@
// Forged in the equivalent of Hell, one piece at a time.
/obj/item/stack/material/supermatter
name = MAT_SUPERMATTER
icon_state = "sheet-super"
item_state = "diamond"
default_type = MAT_SUPERMATTER
apply_colour = TRUE
/obj/item/stack/material/supermatter/proc/update_mass() // Due to how dangerous they can be, the item will get heavier and larger the more are in the stack.
slowdown = amount / 10
w_class = min(5, round(amount / 10) + 1)
throw_range = round(amount / 7) + 1
/obj/item/stack/material/supermatter/use(var/used)
. = ..()
update_mass()
return
/obj/item/stack/material/supermatter/attack_hand(mob/user)
. = ..()
update_mass()
SSradiation.radiate(src, 5 + amount)
var/mob/living/M = user
if(!istype(M))
return
var/burn_user = TRUE
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
var/obj/item/clothing/gloves/G = H.gloves
if(istype(G) && ((G.flags & THICKMATERIAL && prob(70)) || istype(G, /obj/item/clothing/gloves/gauntlets)))
burn_user = FALSE
if(burn_user)
H.visible_message("<span class='danger'>\The [src] flashes as it scorches [H]'s hands!</span>")
H.apply_damage(amount / 2 + 5, BURN, "r_hand", used_weapon="Supermatter Chunk")
H.apply_damage(amount / 2 + 5, BURN, "l_hand", used_weapon="Supermatter Chunk")
H.drop_from_inventory(src, get_turf(H))
return
if(istype(user, /mob/living/silicon/robot))
burn_user = FALSE
if(burn_user)
M.apply_damage(amount, BURN, null, used_weapon="Supermatter Chunk")
/obj/item/stack/material/supermatter/ex_act(severity) // An incredibly hard to manufacture material, SM chunks are unstable by their 'stabilized' nature.
if(prob((4 / severity) * 20))
SSradiation.radiate(get_turf(src), amount * 4)
explosion(get_turf(src),round(amount / 12) , round(amount / 6), round(amount / 3), round(amount / 25))
qdel(src)
return
SSradiation.radiate(get_turf(src), amount * 2)
..()

View File

@@ -1,19 +1,19 @@
/**********************Input and output plates**************************/
/obj/machinery/mineral/input
icon = 'icons/mob/screen1.dmi'
icon_state = "x2"
name = "Input area"
density = 0
anchored = 1.0
New()
icon_state = "blank"
/obj/machinery/mineral/output
icon = 'icons/mob/screen1.dmi'
icon_state = "x"
name = "Output area"
density = 0
anchored = 1.0
New()
/**********************Input and output plates**************************/
/obj/machinery/mineral/input
icon = 'icons/mob/screen1.dmi'
icon_state = "x2"
name = "Input area"
density = 0
anchored = 1.0
New()
icon_state = "blank"
/obj/machinery/mineral/output
icon = 'icons/mob/screen1.dmi'
icon_state = "x"
name = "Output area"
density = 0
anchored = 1.0
New()
icon_state = "blank"

View File

@@ -49,7 +49,7 @@ var/list/mining_overlay_cache = list()
var/datum/artifact_find/artifact_find
var/ignore_mapgen
var/ore_types = list(
var/static/list/ore_types = list(
"hematite" = /obj/item/weapon/ore/iron,
"uranium" = /obj/item/weapon/ore/uranium,
"gold" = /obj/item/weapon/ore/gold,

View File

@@ -18,6 +18,7 @@
EQUIPMENT("Defense Equipment - Plasteel Machete", /obj/item/weapon/material/knife/machete, 50),
EQUIPMENT("Defense Equipment - Razor Drone Deployer", /obj/item/weapon/grenade/spawnergrenade/manhacks/station/locked, 100),
EQUIPMENT("Defense Equipment - Sentry Drone Deployer", /obj/item/weapon/grenade/spawnergrenade/ward, 150),
EQUIPMENT("Defense Equipment - Frontier Carbine", /obj/item/weapon/gun/energy/locked/frontier/carbine, 750),
EQUIPMENT("Fishing Net", /obj/item/weapon/material/fishing_net, 50),
EQUIPMENT("Titanium Fishing Rod", /obj/item/weapon/material/fishing_rod/modern, 100),
EQUIPMENT("Durasteel Fishing Rod", /obj/item/weapon/material/fishing_rod/modern/strong, 750),
@@ -47,6 +48,7 @@
prize_list["Digging Tools"] = list(
EQUIPMENT("Survey Tools - Shovel", /obj/item/weapon/shovel, 40),
EQUIPMENT("Survey Tools - Mechanical Trap", /obj/item/weapon/beartrap, 50),
EQUIPMENT("Survey Tools - Binoculars", /obj/item/device/binoculars,40),
)
prize_list["Miscellaneous"] = list(
EQUIPMENT("Absinthe", /obj/item/weapon/reagent_containers/food/drinks/bottle/absinthe, 10),

View File

@@ -11,6 +11,7 @@
wait_if_pulled = 1
min_target_dist = 0
var/vocal = 1
var/cleaning = 0
var/wet_floors = 0
var/spray_blood = 0
@@ -27,7 +28,7 @@
return ..()
/mob/living/bot/cleanbot/handleIdle()
if(!wet_floors && !spray_blood && prob(2))
if(!wet_floors && !spray_blood && vocal && prob(2))
custom_emote(2, "makes an excited booping sound!")
playsound(src, 'sound/machines/synth_yes.ogg', 50, 0)
@@ -164,9 +165,10 @@
data["on"] = on
data["open"] = open
data["locked"] = locked
data["blood"] = blood
data["patrol"] = will_patrol
data["vocal"] = vocal
data["wet_floors"] = wet_floors
data["spray_blood"] = spray_blood
@@ -193,6 +195,9 @@
will_patrol = !will_patrol
patrol_path = null
. = TRUE
if("vocal")
vocal = !vocal
. = TRUE
if("wet_floors")
wet_floors = !wet_floors
to_chat(usr, "<span class='notice'>You twiddle the screw.</span>")

View File

@@ -12,6 +12,7 @@
patrol_speed = 3
target_speed = 6
vocal = 1
cleaning = 0
blood = 0
var/red_switch = 0
@@ -25,7 +26,7 @@
icon_state = "edCLN[on]"
/mob/living/bot/cleanbot/edCLN/handleIdle()
if(prob(10))
if(vocal && prob(10))
custom_emote(2, "makes a less than thrilled beeping sound.")
playsound(src, 'sound/machines/synth_yes.ogg', 50, 0)

View File

@@ -96,9 +96,18 @@
turn_on()
. = TRUE
switch(action)
if("power")
if(!access_scanner.allowed(src))
return FALSE
if(on)
turn_off()
else
turn_on()
. = TRUE
if(locked)
return TRUE
switch(action)
if("water")
waters_trays = !waters_trays

View File

@@ -12,6 +12,7 @@
wait_if_pulled = 1
min_target_dist = 0
var/vocal = 1
var/amount = 10 // 1 for tile, 2 for lattice
var/maxAmount = 60
var/tilemake = 0 // When it reaches 100, bot makes a tile
@@ -41,7 +42,8 @@
data["on"] = on
data["open"] = open
data["locked"] = locked
data["vocal"] = vocal
data["amount"] = amount
data["possible_bmode"] = list("NORTH", "EAST", "SOUTH", "WEST")
@@ -56,7 +58,6 @@
data["eattiles"] = eattiles
data["maketiles"] = maketiles
data["bmode"] = dir2text(targetdirection)
return data
/mob/living/bot/floorbot/attack_hand(var/mob/user)
@@ -74,8 +75,8 @@
/mob/living/bot/floorbot/tgui_act(action, list/params, datum/tgui/ui, datum/tgui_state/state)
if(..())
return TRUE
add_fingerprint(usr)
add_fingerprint(src)
switch(action)
if("start")
@@ -84,11 +85,14 @@
else
turn_on()
. = TRUE
if(locked && !issilicon(usr))
return
switch(action)
if("vocal")
vocal = !vocal
. = TRUE
if("improve")
improvefloors = !improvefloors
. = TRUE
@@ -108,7 +112,7 @@
tilemake = 0
addTiles(1)
if(prob(1))
if(vocal && prob(1))
custom_emote(2, "makes an excited beeping sound!")
playsound(src, 'sound/machines/twobeep.ogg', 50, 0)

View File

@@ -313,7 +313,6 @@
declare_treatment = !declare_treatment
. = TRUE
/mob/living/bot/medbot/emag_act(var/remaining_uses, var/mob/user)
. = ..()
if(!emagged)

View File

@@ -70,17 +70,16 @@
ui.open()
/mob/living/bot/mulebot/tgui_data(mob/user)
var/list/data = list(
"suffix" = suffix,
"power" = on,
"issilicon" = issilicon(user),
"load" = load,
"locked" = locked,
"auto_return" = auto_return,
"crates_only" = crates_only,
"hatch" = open,
"safety" = safety,
)
var/list/data = ..()
data["suffix"] = suffix
data["power"] = on
data["issillicon"] = issilicon(user)
data["load"] = load
data["locked"] = locked
data["auto_return"] = auto_return
data["crates_only"] = crates_only
data["hatch"] = open
data["safety"] = safety
return data
/mob/living/bot/mulebot/tgui_act(action, params)

View File

@@ -109,6 +109,7 @@
data["check_arrest"] = null
data["arrest_type"] = null
data["declare_arrests"] = null
data["bot_patrolling"] = null
data["will_patrol"] = null
if(!locked || issilicon(user))
@@ -117,8 +118,8 @@
data["check_arrest"] = check_arrest
data["arrest_type"] = arrest_type
data["declare_arrests"] = declare_arrests
if(using_map.bot_patrolling)
data["will_patrol"] = will_patrol
data["bot_patrolling"] = using_map.bot_patrolling
data["patrol"] = will_patrol
return data
@@ -128,7 +129,7 @@
/mob/living/bot/secbot/tgui_act(action, list/params, datum/tgui/ui, datum/tgui_state/state)
if(..())
return
add_fingerprint(usr)
switch(action)

View File

@@ -165,12 +165,14 @@
return ..()
/mob/living/simple_mob/protean_blob/adjustBruteLoss(var/amount)
amount *= 1.5
if(humanform)
return humanform.adjustBruteLoss(amount)
else
return ..()
/mob/living/simple_mob/protean_blob/adjustFireLoss(var/amount)
amount *= 1.5
if(humanform)
return humanform.adjustFireLoss(amount)
else

View File

@@ -328,8 +328,8 @@ CHOMP Removal end*/
material_name = MAT_STEEL
/datum/modifier/protean/steel/tick()
holder.adjustBruteLoss(-2,include_robo = TRUE) //Looks high, but these ARE modified by species resistances, so this is really 20% of this
holder.adjustFireLoss(-1,include_robo = TRUE) //And this is really double this
holder.adjustBruteLoss(-1,include_robo = TRUE) //Modified by species resistances
holder.adjustFireLoss(-0.5,include_robo = TRUE) //Modified by species resistances
var/mob/living/carbon/human/H = holder
for(var/organ in H.internal_organs)
var/obj/item/organ/O = organ

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