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
This commit is contained in:
Sharkmare
2019-02-07 12:01:59 +01:00
committed by GitHub
parent f544220029
commit a74c728599
+30
View File
@@ -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)