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-The biogenerator is now more robust. It can dispense fertilizer in batches, and make simple leather items at a high cost.
-Watermelon and pumpkin biomass lowered a bit so biomass isn't totally trivial to acquire. -Added more wood items for tower cap wood construction: Wooden doors and sandals. -Added plump helmet biscuits and mushroom soup to kitchen recipes. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3454 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -243,4 +243,36 @@
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/obj/structure/mineral_door/transparent/diamond
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mineralType = "diamond"
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hardness = 10
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hardness = 10
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/obj/structure/mineral_door/wood
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mineralType = "wood"
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hardness = 1
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Open()
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isSwitchingStates = 1
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playsound(loc, 'doorcreaky.ogg', 100, 1)
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flick("[mineralType]opening",src)
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sleep(10)
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density = 0
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opacity = 0
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state = 1
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update_icon()
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isSwitchingStates = 0
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Close()
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isSwitchingStates = 1
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playsound(loc, 'doorcreaky.ogg', 100, 1)
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flick("[mineralType]closing",src)
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sleep(10)
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density = 1
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opacity = 1
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state = 0
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update_icon()
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isSwitchingStates = 0
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Dismantle(devastated = 0)
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if(!devastated)
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for(var/i = 1, i <= oreAmount, i++)
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new/obj/item/stack/sheet/wood(get_turf(src))
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del(src)
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@@ -4,8 +4,10 @@ WOOD PLANKS
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*/
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var/global/list/datum/stack_recipe/wood_recipes = list ( \
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new/datum/stack_recipe("wooden sandals", /obj/item/clothing/shoes/sandal, 1), \
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new/datum/stack_recipe("table parts", /obj/item/weapon/table_parts/wood, 2), \
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new/datum/stack_recipe("wooden barricade", /obj/structure/barricade/wooden, 5, time = 30, one_per_turf = 1, on_floor = 1),\
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new/datum/stack_recipe("wooden barricade", /obj/structure/barricade/wooden, 5, time = 30, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("wooden door", /obj/structure/mineral_door/wood, 10, time = 20, one_per_turf = 1, on_floor = 1), \
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)
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/obj/item/stack/sheet/wood
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