From a74c728599218b8098ca7a7b84f0f0673bd7e397 Mon Sep 17 00:00:00 2001 From: Sharkmare <34294231+Sharkmare@users.noreply.github.com> Date: Thu, 7 Feb 2019 12:01:59 +0100 Subject: [PATCH] Adding a new Seed type with plans for something Wont be a new mutation. Wont be obtainable outside special means. No this adds nothing for XenoBotany --- code/modules/hydroponics/seed_datums.dm | 30 +++++++++++++++++++++++++ 1 file changed, 30 insertions(+) diff --git a/code/modules/hydroponics/seed_datums.dm b/code/modules/hydroponics/seed_datums.dm index 74ac15e63e..58e1e126be 100644 --- a/code/modules/hydroponics/seed_datums.dm +++ b/code/modules/hydroponics/seed_datums.dm @@ -1276,3 +1276,33 @@ set_trait(TRAIT_YIELD,-1) set_trait(TRAIT_SPREAD,2) set_trait(TRAIT_POTENCY,50) + +//CHOMPSTATION EDIT Adding a new seed type +/datum/seed/hardlightseed/ + name = "Type NULL Hardlight Generator" + seed_name = "Biomechanical Hardlight generator seed" + display_name = "Biomechanical Hardlight stem" + mutants = null + can_self_harvest = 1 + has_mob_product = null + +/datum/seed/hardlightseed/typesx + name = "Type-SX Hardlight Generator" + seed_name = "Biomechanical Hardlight generator seed SX" + display_name = "Biomechanical Hardlight stem SX"//PLant that is part mechanical part biological + //has_mob_product = mob to be added to the game + +/datum/seed/hardlightseed/New() + ..() + set_trait(TRAIT_IMMUTABLE,1) //Normal genetics wont be able to do much with the mechanical parts, its more a machine than a real plant + set_trait(TRAIT_MATURATION,1) + set_trait(TRAIT_PRODUCTION,1) + set_trait(TRAIT_YIELD,1) + set_trait(TRAIT_POTENCY,1) + set_trait(TRAIT_PRODUCT_ICON,"alien4") + set_trait(TRAIT_PRODUCT_COLOUR,"#00FFFF") + set_trait(TRAIT_PLANT_COLOUR,"#00FFFF") + set_trait(TRAIT_PLANT_ICON,"alien4") //spooky pods + set_trait(TRAIT_IDEAL_HEAT, 283) + set_trait(TRAIT_NUTRIENT_CONSUMPTION, 0) + set_trait(TRAIT_WATER_CONSUMPTION, 0)