var/list/name_to_mineral /proc/SetupMinerals() name_to_mineral = list() for(var/type in typesof(/mineral) - /mineral) var/mineral/new_mineral = new type if(!new_mineral.name) continue name_to_mineral[new_mineral.name] = new_mineral return 1 /mineral var/name // Tag for use in overlay generation/list population . var/display_name // What am I called? var/result_amount // How much ore? var/spread = 1 // Does this type of deposit spread? var/spread_chance // Chance of spreading in any direction var/ore // Path to the ore produced when tile is mined. /mineral/New() . = ..() if(!display_name) display_name = name /mineral/uranium name = "Uranium" result_amount = 5 spread_chance = 10 ore = /obj/item/weapon/ore/uranium /mineral/platinum name = "Platinum" result_amount = 5 spread_chance = 10 ore = /obj/item/weapon/ore/osmium /mineral/iron name = "Iron" result_amount = 5 spread_chance = 25 ore = /obj/item/weapon/ore/iron /mineral/coal name = "Coal" result_amount = 5 spread_chance = 25 ore = /obj/item/weapon/ore/coal /mineral/diamond name = "Diamond" result_amount = 5 spread_chance = 10 ore = /obj/item/weapon/ore/diamond /mineral/gold name = "Gold" result_amount = 5 spread_chance = 10 ore = /obj/item/weapon/ore/gold /mineral/silver name = "Silver" result_amount = 5 spread_chance = 10 ore = /obj/item/weapon/ore/silver /mineral/phoron name = "Phoron" result_amount = 5 spread_chance = 25 ore = /obj/item/weapon/ore/phoron