Files
CHOMPStation2/code/modules/materials/materials.dm
Hubblenaut 044a677ab0 Construction Tweaks and Fixes (#2253)
* Fixes reinforced Walls construction

when having one sheet left in the stack

* Amends Windoors

 - Assemblies are now made with two sheets of either normal or reinforced
   glass sheets, for normal and secure windoors respecting.
 - Assemblies can now be named with a pen, just like airlocks.
 - Windoor assemblies now get placed like windows, and windows take
   windoor assemblies into account when placed.
 - Decapitalises windoor assembly names.
 - Shattering windoors will make them drop exactly what they were made of
   now.
 - Prying emagged windoors will no longer make them shatter on top of
   returning to an assembly.
 - Cleans up a lot of code and gets its own update_icon() proc.

* Amends airlocks

 - Fixes airlocks occasionally not updating their icon correctly.
 - Fixes airlocks causing sparks on spawn as if they were damaged.
 - Fixes airlock not being anchored after being turned into an assembly.
 - Decapitalises airlock names.

* Windows that get unanchored by force will now correctly have the rotate verb.

* Adds changelog entry
2016-08-02 18:39:22 +01:00

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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
cult
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/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 typesof(/material) - /material)
var/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/material/material = get_material_by_name(name)
if(material)
return material.display_name
return null
// Material definition and procs follow.
/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"
// 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.
// 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/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 defense.
var/explosion_resistance = 5 // Only used by walls currently.
var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn.
var/list/composite_material // If set, object matter var will be a list containing these values.
// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
var/created_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.
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.
/material/proc/build_rod_product(var/mob/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
if(!rod_product)
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)
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)
/material/proc/build_wired_product(var/mob/living/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
if(!wire_product)
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)
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)
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.
/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.
/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.
/material/proc/get_blunt_damage()
return weight //todo
// Return the matter comprising this material.
/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.
/material/proc/get_edge_damage()
return hardness //todo
// Snowflakey, only checked for alien doors at the moment.
/material/proc/can_open_material_door(var/mob/living/user)
return 1
// Currently used for weapons and objects made of uranium to irradiate things.
/material/proc/products_need_process()
return (radioactivity>0) //todo
// Used by walls when qdel()ing to avoid neighbor merging.
/material/placeholder
name = "placeholder"
// Places a girder object when a wall is dismantled, also applies reinforced material.
/material/proc/place_dismantled_girder(var/turf/target, var/material/reinf_material)
var/obj/structure/girder/G = new(target)
if(reinf_material)
G.reinf_material = reinf_material
G.reinforce_girder()
// General wall debris product placement.
// Not particularly necessary aside from snowflakey cult girders.
/material/proc/place_dismantled_product(var/turf/target)
place_sheet(target)
// Debris product. Used ALL THE TIME.
/material/proc/place_sheet(var/turf/target)
if(stack_type)
return new stack_type(target)
// As above.
/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.
/material/proc/is_brittle()
return !!(flags & MATERIAL_BRITTLE)
/material/proc/combustion_effect(var/turf/T, var/temperature)
return
// Datum definitions follow.
/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"
/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
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
hardness = 100
stack_origin_tech = list(TECH_MATERIAL = 6)
/material/gold
name = "gold"
stack_type = /obj/item/stack/material/gold
icon_colour = "#EDD12F"
weight = 24
hardness = 40
stack_origin_tech = list(TECH_MATERIAL = 4)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
/material/gold/bronze //placeholder for ashtrays
name = "bronze"
icon_colour = "#EDD12F"
/material/silver
name = "silver"
stack_type = /obj/item/stack/material/silver
icon_colour = "#D1E6E3"
weight = 22
hardness = 50
stack_origin_tech = list(TECH_MATERIAL = 3)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
/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"
/*
// Commenting this out while fires are so spectacularly lethal, as I can't seem to get this balanced appropriately.
/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)
*/
/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
door_icon_base = "stone"
sheet_singular_name = "brick"
sheet_plural_name = "bricks"
/material/stone/marble
name = "marble"
icon_colour = "#AAAAAA"
weight = 26
hardness = 100
integrity = 201 //hack to stop kitchen benches being flippable, todo: refactor into weight system
stack_type = /obj/item/stack/material/marble
/material/steel
name = DEFAULT_WALL_MATERIAL
stack_type = /obj/item/stack/material/steel
integrity = 150
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#666666"
/material/diona
name = "biomass"
icon_colour = null
stack_type = null
integrity = 600
icon_base = "diona"
icon_reinf = "noreinf"
/material/diona/place_dismantled_product()
return
/material/diona/place_dismantled_girder(var/turf/target)
spawn_diona_nymph(target)
/material/steel/holographic
name = "holo" + DEFAULT_WALL_MATERIAL
display_name = DEFAULT_WALL_MATERIAL
stack_type = null
shard_type = SHARD_NONE
/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
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
// Very rare alloy that is reflective, should be used sparingly.
/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
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
/material/plasteel/titanium
name = "titanium"
stack_type = null
icon_base = "metal"
door_icon_base = "metal"
icon_colour = "#D1E6E3"
icon_reinf = "reinf_metal"
/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
door_icon_base = "stone"
destruction_desc = "shatters"
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
created_window = /obj/structure/window/basic
rod_product = /obj/item/stack/material/glass/reinforced
/material/glass/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
if(!user || !used_stack || !created_window || !window_options.len)
return 0
if(!user.IsAdvancedToolUser())
user << "<span class='warning'>This task is too complex for your clumsy hands.</span>"
return 1
var/turf/T = user.loc
if(!istype(T))
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)
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
build_path = created_window
if(used_stack.get_amount() < sheets_needed)
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
/material/glass/proc/is_reinforced()
return (hardness > 35) //todo
/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 = "materials=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
wire_product = null
rod_product = null
/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
wire_product = null
rod_product = /obj/item/stack/material/glass/phoronrglass
/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
hardness = 40
weight = 30
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list() //todo
rod_product = null
/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
melting_point = T0C+371 //assuming heat resistant plastic
stack_origin_tech = list(TECH_MATERIAL = 3)
/material/plastic/holographic
name = "holoplastic"
display_name = "plastic"
stack_type = null
shard_type = SHARD_NONE
/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"
/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"
/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)
/material/platinum
name = "platinum"
stack_type = /obj/item/stack/material/platinum
icon_colour = "#9999FF"
weight = 27
stack_origin_tech = list(TECH_MATERIAL = 2)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
/material/iron
name = "iron"
stack_type = /obj/item/stack/material/iron
icon_colour = "#5C5454"
weight = 22
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
// Adminspawn only, do not let anyone get this.
/material/alienalloy
name = "alienalloy"
display_name = "durable alloy"
stack_type = null
icon_colour = "#6C7364"
integrity = 1200
melting_point = 6000 // Hull plating.
explosion_resistance = 200 // Hull plating.
hardness = 500
weight = 500
/material/wood
name = "wood"
stack_type = /obj/item/stack/material/wood
icon_colour = "#824B28"
integrity = 50
icon_base = "solid"
explosion_resistance = 2
shard_type = SHARD_SPLINTER
shard_can_repair = 0 // you can't weld splinters back into planks
hardness = 15
weight = 18
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"
/material/wood/holographic
name = "holowood"
display_name = "wood"
stack_type = null
shard_type = SHARD_NONE
/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
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"
/material/cloth //todo
name = "cloth"
stack_origin_tech = list(TECH_MATERIAL = 2)
door_icon_base = "wood"
ignition_point = T0C+232
melting_point = T0C+300
flags = MATERIAL_PADDING
/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"
/material/cult/place_dismantled_girder(var/turf/target)
new /obj/structure/girder/cult(target)
/material/cult/place_dismantled_product(var/turf/target)
new /obj/effect/decal/cleanable/blood(target)
/material/cult/reinf
name = "cult2"
display_name = "human remains"
/material/cult/reinf/place_dismantled_product(var/turf/target)
new /obj/effect/decal/remains/human(target)
//TODO PLACEHOLDERS:
/material/leather
name = "leather"
icon_colour = "#5C4831"
stack_origin_tech = list(TECH_MATERIAL = 2)
flags = MATERIAL_PADDING
ignition_point = T0C+300
melting_point = T0C+300
/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"
/material/cotton
name = "cotton"
display_name ="cotton"
icon_colour = "#FFFFFF"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
/material/cloth_teal
name = "teal"
display_name ="teal"
use_name = "teal cloth"
icon_colour = "#00EAFA"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
/material/cloth_black
name = "black"
display_name = "black"
use_name = "black cloth"
icon_colour = "#505050"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
/material/cloth_green
name = "green"
display_name = "green"
use_name = "green cloth"
icon_colour = "#01C608"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
/material/cloth_puple
name = "purple"
display_name = "purple"
use_name = "purple cloth"
icon_colour = "#9C56C4"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
/material/cloth_blue
name = "blue"
display_name = "blue"
use_name = "blue cloth"
icon_colour = "#6B6FE3"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
/material/cloth_beige
name = "beige"
display_name = "beige"
use_name = "beige cloth"
icon_colour = "#E8E7C8"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
/material/cloth_lime
name = "lime"
display_name = "lime"
use_name = "lime cloth"
icon_colour = "#62E36C"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
/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