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Sort of compiles
Time to fix xenoarch, and then the map.
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@@ -730,13 +730,13 @@
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//Sheets
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/obj/item/stack/sheet/mineral/plasma = list("plasma" = 20),
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/obj/item/stack/sheet/mineral/uranium = list("uranium" = 20),
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/obj/item/stack/sheet/mineral/clown = list("banana" = 20),
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/obj/item/stack/sheet/mineral/bananium = list("banana" = 20),
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/obj/item/stack/sheet/mineral/silver = list("silver" = 20),
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/obj/item/stack/sheet/mineral/gold = list("gold" = 20),
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/obj/item/weapon/grown/novaflower = list("capsaicin" = 0),
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//archaeology!
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/obj/item/weapon/rocksliver = list("ground_rock" = 50),
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///obj/item/weapon/rocksliver = list("ground_rock" = 50),
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//All types that you can put into the grinder to transfer the reagents to the beaker. !Put all recipes above this.!
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@@ -1102,7 +1102,7 @@
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remove_object(O)
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//xenoarch
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for(var/obj/item/weapon/rocksliver/O in holdingitems)
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/*for(var/obj/item/weapon/rocksliver/O in holdingitems)
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if (beaker.reagents.total_volume >= beaker.reagents.maximum_volume)
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break
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var/allowed = get_allowed_by_id(O)
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@@ -1113,7 +1113,7 @@
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if (beaker.reagents.total_volume >= beaker.reagents.maximum_volume)
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break
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remove_object(O)
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remove_object(O)*/
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//Everything else - Transfers reagents from it into beaker
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for (var/obj/item/weapon/reagent_containers/O in holdingitems)
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@@ -75,11 +75,11 @@
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//Safety for dumping stuff into a ninja suit. It handles everything through attackby() and this is unnecessary.
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else if(istype(target, /obj/machinery/bunsen_burner))
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/*else if(istype(target, /obj/machinery/bunsen_burner))
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return
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else if(istype(target, /obj/machinery/radiocarbon_spectrometer))
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return
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return*/
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attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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@@ -135,11 +135,11 @@
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var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
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user << "\blue You transfer [trans] units of the solution to [target]."
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else if(istype(target, /obj/machinery/bunsen_burner))
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/*else if(istype(target, /obj/machinery/bunsen_burner))
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return
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else if(istype(target, /obj/machinery/radiocarbon_spectrometer))
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return
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return*/
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else if(istype(target, /obj/effect/decal/cleanable)) //stops splashing while scooping up fluids
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return
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