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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
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@@ -1276,3 +1276,33 @@
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set_trait(TRAIT_YIELD,-1)
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set_trait(TRAIT_SPREAD,2)
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set_trait(TRAIT_POTENCY,50)
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//CHOMPSTATION EDIT Adding a new seed type
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/datum/seed/hardlightseed/
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name = "Type NULL Hardlight Generator"
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seed_name = "Biomechanical Hardlight generator seed"
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display_name = "Biomechanical Hardlight stem"
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mutants = null
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can_self_harvest = 1
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has_mob_product = null
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/datum/seed/hardlightseed/typesx
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name = "Type-SX Hardlight Generator"
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seed_name = "Biomechanical Hardlight generator seed SX"
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display_name = "Biomechanical Hardlight stem SX"//PLant that is part mechanical part biological
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//has_mob_product = mob to be added to the game
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/datum/seed/hardlightseed/New()
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..()
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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
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set_trait(TRAIT_MATURATION,1)
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set_trait(TRAIT_PRODUCTION,1)
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set_trait(TRAIT_YIELD,1)
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set_trait(TRAIT_POTENCY,1)
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set_trait(TRAIT_PRODUCT_ICON,"alien4")
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set_trait(TRAIT_PRODUCT_COLOUR,"#00FFFF")
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set_trait(TRAIT_PLANT_COLOUR,"#00FFFF")
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set_trait(TRAIT_PLANT_ICON,"alien4") //spooky pods
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set_trait(TRAIT_IDEAL_HEAT, 283)
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set_trait(TRAIT_NUTRIENT_CONSUMPTION, 0)
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set_trait(TRAIT_WATER_CONSUMPTION, 0)
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