Files
CHOMPStation2/code/modules/mining/ore.dm
Zuhayr 95a6f9d613 First pass on ore distribution map and stationary drilling rig.
Added sprites for stationary drilling gear.
Added skeleton ores for coal, adamantine, mythril. Updated some icons. Expanded mining rig functionality.
Changed adamantine and mythril to osmium and metallic hydrogen.
Added ore distribution map generation to master controller.
Added upgrading to stationary drills, tweaked other stuff.
Rewriting the ore processor and how ores handle information. Also rewrote the ore stacker.
2014-06-07 23:07:49 +09:30

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/obj/item/weapon/ore
name = "rock"
icon = 'icons/obj/mining.dmi'
icon_state = "ore2"
var/datum/geosample/geologic_data
var/oretag
/obj/item/weapon/ore/uranium
name = "pitchblende"
icon_state = "Uranium ore"
origin_tech = "materials=5"
oretag = "uranium"
/obj/item/weapon/ore/iron
name = "hematite"
icon_state = "Iron ore"
origin_tech = "materials=1"
oretag = "hematite"
/obj/item/weapon/ore/coal
name = "carbonaceous rock"
icon_state = "Iron ore" //TODO
origin_tech = "materials=1"
oretag = "coal"
/obj/item/weapon/ore/glass
name = "impure silicates"
icon_state = "Glass ore"
origin_tech = "materials=1"
oretag = "sand"
/obj/item/weapon/ore/phoron
name = "phoron crystals"
icon_state = "Phoron ore"
origin_tech = "materials=2"
oretag = "phoron"
/obj/item/weapon/ore/silver
name = "native silver ore"
icon_state = "Silver ore"
origin_tech = "materials=3"
oretag = "silver"
/obj/item/weapon/ore/gold
name = "native gold ore"
icon_state = "Gold ore"
origin_tech = "materials=4"
oretag = "gold"
/obj/item/weapon/ore/diamond
name = "diamonds"
icon_state = "Diamond ore"
origin_tech = "materials=6"
oretag = "diamond"
/obj/item/weapon/ore/osmium
name = "raw platinum"
icon_state = "slag" //TODO
oretag = "platinum"
/obj/item/weapon/ore/hydrogen
name = "raw hydrogen"
icon_state = "slag" //TODO
oretag = "hydrogen"
/obj/item/weapon/ore/slag
name = "Slag"
desc = "Completely useless"
icon_state = "slag"
oretag = "slag"
/obj/item/weapon/ore/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/device/core_sampler))
var/obj/item/device/core_sampler/C = W
C.sample_item(src, user)
else
return ..()