From da1ebd039d1eecea55abbdf1c571542f3412dc4c Mon Sep 17 00:00:00 2001 From: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com> Date: Fri, 30 Jan 2026 21:25:40 +0000 Subject: [PATCH] Adds Materials to Every Autolathe and Protolathe Item (except for ammo boxes, IK mags, and Dart Boxes) (#31445) * Holy fuck there's so much shit I'm not even done * oh god there's so many * it is done * Update autolathe_designs.dm * Update circuitboard.dm --- .../miniantags/abduction/abduction_gear.dm | 17 + code/game/machinery/camera/camera_assembly.dm | 2 +- code/game/machinery/defib_mount.dm | 3 +- code/game/machinery/deployable.dm | 1 + code/game/machinery/machine_frame.dm | 7 + code/game/mecha/equipment/mecha_equipment.dm | 1 + .../mecha/equipment/tools/janitor_tools.dm | 4 + .../equipment/tools/mecha_mining_tools.dm | 3 +- .../mecha/equipment/tools/medical_tools.dm | 3 + .../game/mecha/equipment/tools/other_tools.dm | 9 + code/game/mecha/equipment/tools/work_tools.dm | 2 + code/game/mecha/equipment/weapons/weapons.dm | 14 + code/game/mecha/mecha_control_console.dm | 2 + code/game/mecha/mecha_modkit.dm | 3 + code/game/mecha/mecha_parts.dm | 97 ++++-- code/game/objects/items/AI_modules.dm | 11 +- code/game/objects/items/RCD.dm | 2 +- code/game/objects/items/RCL.dm | 1 + .../objects/items/bio_chips/bio_chip_chem.dm | 1 + .../objects/items/bio_chips/bio_chip_pad.dm | 1 + .../items/bio_chips/bio_chip_sad_trombone.dm | 1 + .../items/bio_chips/bio_chip_tracking.dm | 1 + .../items/circuitboards/circuitboard.dm | 2 +- code/game/objects/items/clown_items.dm | 1 + code/game/objects/items/crayons.dm | 1 + code/game/objects/items/defib.dm | 2 + code/game/objects/items/devices/aicard.dm | 1 + .../objects/items/devices/autochef_remote.dm | 1 + code/game/objects/items/devices/flash.dm | 2 +- .../objects/items/devices/handheld_defib.dm | 1 + .../objects/items/devices/healthanalyzer.dm | 3 +- .../objects/items/devices/lightreplacer.dm | 2 + .../objects/items/devices/machineanalyzer.dm | 1 + code/game/objects/items/devices/paicard.dm | 1 + .../objects/items/devices/radio/beacon.dm | 1 + .../items/devices/radio/radio_objects.dm | 1 + code/game/objects/items/devices/scanners.dm | 2 +- .../objects/items/devices/sensor_device.dm | 1 + code/game/objects/items/disks.dm | 1 + .../objects/items/mountable_frames/frames.dm | 1 + .../mountable_frames/newscaster_frame.dm | 1 - code/game/objects/items/robot/robot_parts.dm | 7 + .../objects/items/robot/robot_upgrades.dm | 19 ++ .../objects/items/stacks/medical_packs.dm | 1 + code/game/objects/items/stacks/nanopaste.dm | 1 + code/game/objects/items/stacks/rods.dm | 4 +- .../objects/items/stacks/sheets/leather.dm | 1 + .../objects/items/stacks/synthetic_skin.dm | 4 +- code/game/objects/items/stock_parts.dm | 42 +-- code/game/objects/items/tanks/tank_types.dm | 4 + code/game/objects/items/tools/crowbar.dm | 3 +- code/game/objects/items/tools/hammer.dm | 2 +- code/game/objects/items/tools/screwdriver.dm | 2 +- code/game/objects/items/tools/welder.dm | 5 +- code/game/objects/items/tools/wirecutters.dm | 2 +- code/game/objects/items/tools/wrench.dm | 3 +- .../chemical_flamethrower.dm | 3 + .../items/weapons/grenades/atmosgrenade.dm | 1 + .../items/weapons/grenades/chem_grenade.dm | 5 + .../items/weapons/holosign_projector.dm | 1 + code/game/objects/items/weapons/kitchen.dm | 1 + code/game/objects/items/weapons/misc_items.dm | 2 +- code/game/objects/items/weapons/mop.dm | 1 + code/game/objects/items/weapons/shields.dm | 2 +- .../objects/items/weapons/storage/bags.dm | 4 +- .../objects/items/weapons/storage/belt.dm | 1 + code/game/objects/items/weapons/twohanded.dm | 1 + code/game/objects/items/weapons/weaponry.dm | 2 +- code/game/objects/mail.dm | 1 + code/game/objects/structures/mirror.dm | 1 + code/game/objects/structures/safe.dm | 1 + .../structures/stool_bed_chair_nest/bed.dm | 2 +- code/modules/assembly/health.dm | 2 +- code/modules/assembly/igniter.dm | 2 +- code/modules/assembly/infrared.dm | 2 +- code/modules/assembly/mousetrap.dm | 2 +- code/modules/assembly/timer.dm | 2 +- .../ghost_role_spawners/golems.dm | 1 + code/modules/clothing/clothing.dm | 2 +- code/modules/clothing/ears/earmuffs.dm | 1 + .../clothing/glasses/engine_goggles.dm | 2 + code/modules/clothing/glasses/glasses.dm | 3 + code/modules/clothing/glasses/hudglasses.dm | 1 + code/modules/clothing/head/misc_special.dm | 2 +- code/modules/clothing/masks/breath.dm | 1 + code/modules/clothing/masks/misc_masks.dm | 2 +- code/modules/clothing/neck/neck.dm | 1 + code/modules/clothing/shoes/magboots.dm | 2 + code/modules/cooking/cooking_container.dm | 2 +- code/modules/crafting/guncrafting.dm | 15 + code/modules/detective_work/swabs.dm | 1 + .../drinks/drinks/shotglass.dm | 1 + .../food_and_drinks/drinks/drinks_base.dm | 2 +- code/modules/hydroponics/gene_modder.dm | 2 +- .../mining/equipment/mining_charges.dm | 1 + code/modules/mining/equipment/mining_tools.dm | 3 + code/modules/mining/equipment/resonator.dm | 1 + code/modules/mob/living/brain/MMI.dm | 1 + code/modules/mob/living/brain/MMI_radio.dm | 1 + .../modules/mob/living/brain/robotic_brain.dm | 1 + .../mob/living/silicon/robot/component.dm | 6 + code/modules/mod/mod_construction.dm | 13 + code/modules/mod/mod_link.dm | 1 + code/modules/mod/mod_paint.dm | 1 + code/modules/mod/modules/_modules.dm | 2 + code/modules/mod/modules/module_pathfinder.dm | 1 + code/modules/mod/modules/modules_antag.dm | 3 + .../mod/modules/modules_engineering.dm | 3 + code/modules/mod/modules/modules_general.dm | 8 + code/modules/mod/modules/modules_medical.dm | 2 + code/modules/mod/modules/modules_security.dm | 2 + code/modules/mod/modules/modules_service.dm | 2 + code/modules/mod/modules/modules_supply.dm | 1 + code/modules/mod/modules/modules_visor.dm | 1 + code/modules/paperwork/desk_bell.dm | 1 + code/modules/paperwork/handlabeler.dm | 1 + code/modules/paperwork/photography.dm | 1 + code/modules/power/apc/apc.dm | 1 + code/modules/power/cables/cable_coil.dm | 1 + code/modules/power/cell.dm | 11 +- .../power/engines/fission/nuclear_misc.dm | 2 + .../projectiles/ammunition/ammo_casings.dm | 9 +- .../projectiles/ammunition/magazines.dm | 3 +- .../guns/energy/kinetic_accelerator.dm | 2 + .../projectiles/guns/energy/special_eguns.dm | 5 + .../reagents/reagent_containers/applicator.dm | 1 + .../reagents/reagent_containers/dropper.dm | 1 + .../reagent_containers/glass_containers.dm | 10 +- .../reagents/reagent_containers/hypospray.dm | 1 + code/modules/recycling/belt-placer.dm | 2 + code/modules/recycling/conveyor2.dm | 2 + code/modules/recycling/sortingmachinery.dm | 1 + code/modules/research/anomaly/anomaly.dm | 1 + .../research/designs/autolathe_designs.dm | 6 +- .../research/designs/equipment_designs.dm | 1 + .../designs/mechfabricator_designs.dm | 293 +++++++++--------- .../research/designs/medical_designs.dm | 20 +- code/modules/research/designs/misc_designs.dm | 18 +- .../research/designs/weapon_designs.dm | 2 +- code/modules/research/research.dm | 1 - .../xenobiology/xenobiology_dissections.dm | 3 + code/modules/surgery/organs/augments_arms.dm | 13 +- code/modules/surgery/organs/augments_eyes.dm | 3 + .../surgery/organs/augments_internal.dm | 14 + code/modules/surgery/organs/ears.dm | 1 + code/modules/surgery/organs/eyes.dm | 6 + code/modules/surgery/organs/heart.dm | 2 + code/modules/surgery/organs/kidneys.dm | 1 + code/modules/surgery/organs/liver.dm | 1 + code/modules/surgery/organs/lungs.dm | 2 + .../surgery/organs/subtypes/machine_organs.dm | 4 + code/modules/surgery/tools.dm | 20 +- code/modules/telesci/gps.dm | 1 + code/modules/telesci/rcs.dm | 1 + code/modules/telesci/telepad.dm | 1 + 155 files changed, 640 insertions(+), 276 deletions(-) diff --git a/code/game/gamemodes/miniantags/abduction/abduction_gear.dm b/code/game/gamemodes/miniantags/abduction/abduction_gear.dm index c5f9a8ff1cb..1b0f0854c78 100644 --- a/code/game/gamemodes/miniantags/abduction/abduction_gear.dm +++ b/code/game/gamemodes/miniantags/abduction/abduction_gear.dm @@ -628,6 +628,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} usesound = 'sound/items/pshoom.ogg' toolspeed = 0.1 random_color = FALSE + materials = list(MAT_METAL = 5000, MAT_SILVER = 2500, MAT_PLASMA = 1000, MAT_TITANIUM = 2000, MAT_DIAMOND = 2000) /obj/item/wrench/abductor name = "alien wrench" @@ -637,6 +638,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} usesound = 'sound/effects/empulse.ogg' toolspeed = 0.1 origin_tech = "materials=5;engineering=5;abductor=3" + materials = list(MAT_METAL = 5000, MAT_SILVER = 2500, MAT_PLASMA = 1000, MAT_TITANIUM = 2000, MAT_DIAMOND = 2000) /obj/item/weldingtool/abductor name = "alien welding tool" @@ -650,6 +652,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} requires_fuel = FALSE refills_over_time = TRUE low_fuel_changes_icon = FALSE + materials = list(MAT_METAL = 5000, MAT_SILVER = 2500, MAT_PLASMA = 1000, MAT_TITANIUM = 2000, MAT_DIAMOND = 2000) /obj/item/crowbar/abductor name = "alien crowbar" @@ -660,6 +663,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} toolspeed = 0.1 w_class = WEIGHT_CLASS_SMALL origin_tech = "combat=4;engineering=4;abductor=3" + materials = list(MAT_METAL = 5000, MAT_SILVER = 2500, MAT_PLASMA = 1000, MAT_TITANIUM = 2000, MAT_DIAMOND = 2000) /obj/item/wirecutters/abductor name = "alien wirecutters" @@ -669,6 +673,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} toolspeed = 0.1 origin_tech = "materials=5;engineering=4;abductor=3" random_color = FALSE + materials = list(MAT_METAL = 5000, MAT_SILVER = 2500, MAT_PLASMA = 1000, MAT_TITANIUM = 2000, MAT_DIAMOND = 2000) /obj/item/wirecutters/abductor/Initialize(mapload) . = ..() @@ -682,6 +687,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} toolspeed = 0.1 w_class = WEIGHT_CLASS_SMALL origin_tech = "magnets=5;engineering=5;abductor=3" + materials = list(MAT_METAL = 5000, MAT_SILVER = 2500, MAT_PLASMA = 1000, MAT_TITANIUM = 2000, MAT_DIAMOND = 2000) /obj/item/multitool/abductor/Initialize(mapload) . = ..() @@ -714,6 +720,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} icon_state = "scalpel" origin_tech = "materials=2;biotech=2;abductor=2" toolspeed = 0.25 + materials = list(MAT_METAL = 2000, MAT_SILVER = 1500, MAT_PLASMA = 500, MAT_TITANIUM = 1500) /obj/item/hemostat/alien name = "alien hemostat" @@ -722,6 +729,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} origin_tech = "materials=2;biotech=2;abductor=2" materials = list(MAT_METAL = 2000, MAT_GLASS = 2500) toolspeed = 0.25 + materials = list(MAT_METAL = 2000, MAT_SILVER = 1500, MAT_PLASMA = 500, MAT_TITANIUM = 1500) /obj/item/retractor/alien name = "alien retractor" @@ -730,6 +738,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} origin_tech = "materials=2;biotech=2;abductor=2" materials = list(MAT_METAL = 2000, MAT_GLASS = 3000) toolspeed = 0.25 + materials = list(MAT_METAL = 2000, MAT_SILVER = 1500, MAT_PLASMA = 500, MAT_TITANIUM = 1500) /obj/item/circular_saw/alien name = "alien saw" @@ -737,6 +746,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} icon = 'icons/obj/abductor.dmi' origin_tech = "materials=2;biotech=2;abductor=2" toolspeed = 0.25 + materials = list(MAT_METAL = 10000, MAT_SILVER = 2500, MAT_PLASMA = 1000, MAT_TITANIUM = 1500) /obj/item/surgicaldrill/alien name = "alien drill" @@ -744,6 +754,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} icon = 'icons/obj/abductor.dmi' origin_tech = "materials=2;biotech=2;abductor=2" toolspeed = 0.25 + materials = list(MAT_METAL = 10000, MAT_SILVER = 2500, MAT_PLASMA = 1000, MAT_TITANIUM = 1500) /obj/item/bonegel/alien name = "alien bone gel" @@ -751,6 +762,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} icon = 'icons/obj/abductor.dmi' origin_tech = "materials=2;biotech=2;abductor=2" toolspeed = 0.25 + materials = list(MAT_METAL = 2000, MAT_SILVER = 1500, MAT_PLASMA = 500, MAT_TITANIUM = 1500) /obj/item/fix_o_vein/alien name = "alien FixOVein" @@ -758,6 +770,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} icon = 'icons/obj/abductor.dmi' origin_tech = "materials=2;biotech=2;abductor=2" toolspeed = 0.25 + materials = list(MAT_METAL = 2000, MAT_SILVER = 1500, MAT_PLASMA = 500, MAT_TITANIUM = 1500) /obj/item/bonesetter/alien name = "alien bone setter" @@ -765,6 +778,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} icon = 'icons/obj/abductor.dmi' origin_tech = "materials=2;biotech=2;abductor=2" toolspeed = 0.25 + materials = list(MAT_METAL = 2000, MAT_SILVER = 1500, MAT_PLASMA = 500, MAT_TITANIUM = 1500) ///////////////////////////////////////// //////////// JANITORIAL TOOLS /////////// @@ -778,6 +792,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} origin_tech = "materials=3;engineering=3;abductor=2" refill_rate = 50 mopspeed = 10 + materials = list(MAT_METAL = 2000, MAT_SILVER = 1500, MAT_PLASMA = 500, MAT_TITANIUM = 1500, MAT_DIAMOND = 1000) /obj/item/soap/syndie/abductor name = "alien soap" @@ -793,6 +808,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} origin_tech = "magnets=3;engineering=4;abductor=2" max_uses = 40 uses = 20 + materials = list(MAT_METAL = 2000, MAT_SILVER = 1500, MAT_PLASMA = 500, MAT_TITANIUM = 1500, MAT_DIAMOND = 1000) /obj/item/melee/flyswatter/abductor name = "alien flyswatter" @@ -802,6 +818,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} origin_tech = "abductor=1" force = 2 // Twice as powerful thanks to alien technology! throwforce = 2 + materials = list(MAT_METAL = 2000, MAT_SILVER = 1500, MAT_PLASMA = 500, MAT_TITANIUM = 1500, MAT_DIAMOND = 1000) /obj/item/reagent_containers/spray/cleaner/safety/abductor // Essentially an Advanced Space Cleaner, but abductor-themed. For the implant. name = "alien space cleaner" diff --git a/code/game/machinery/camera/camera_assembly.dm b/code/game/machinery/camera/camera_assembly.dm index 3b31e2b59fb..98c476229c5 100644 --- a/code/game/machinery/camera/camera_assembly.dm +++ b/code/game/machinery/camera/camera_assembly.dm @@ -11,7 +11,7 @@ icon = 'icons/obj/monitors.dmi' icon_state = "cameracase" w_class = WEIGHT_CLASS_SMALL - materials = list(MAT_METAL=400, MAT_GLASS=250) + materials = list(MAT_METAL = 400, MAT_GLASS = 250) // Motion, EMP-Proof var/list/obj/item/possible_upgrades = list(/obj/item/assembly/prox_sensor, /obj/item/stack/sheet/mineral/plasma) var/list/upgrades = list() diff --git a/code/game/machinery/defib_mount.dm b/code/game/machinery/defib_mount.dm index 0c6e0d55d10..206946ab2b5 100644 --- a/code/game/machinery/defib_mount.dm +++ b/code/game/machinery/defib_mount.dm @@ -153,8 +153,7 @@ icon = 'icons/obj/machines/defib_mount.dmi' icon_state = "defibrillator_mount" w_class = WEIGHT_CLASS_BULKY - - materials = list(MAT_METAL = 300, MAT_GLASS = 100) + materials = list(MAT_METAL = 2000, MAT_GLASS = 1000) /obj/item/mounted/frame/defib_mount/do_build(turf/on_wall, mob/user) new /obj/machinery/defibrillator_mount(get_turf(src), get_dir(user, on_wall), 1) diff --git a/code/game/machinery/deployable.dm b/code/game/machinery/deployable.dm index 68faddd289f..04926808e32 100644 --- a/code/game/machinery/deployable.dm +++ b/code/game/machinery/deployable.dm @@ -361,6 +361,7 @@ inhand_icon_state = "grenade" actions_types = list(/datum/action/item_action/toggle_barrier_spread) mode = AUTO + materials = list(MAT_METAL = 2000, MAT_GLASS = 1200, MAT_SILVER = 100, MAT_TITANIUM = 100, MAT_PLASMA = 100) var/generator_type = /obj/structure/dropwall_generator var/uptime = DROPWALL_UPTIME /// If this is true we do not arm again, due to the sleep diff --git a/code/game/machinery/machine_frame.dm b/code/game/machinery/machine_frame.dm index 1fc7d71619d..86345b83754 100644 --- a/code/game/machinery/machine_frame.dm +++ b/code/game/machinery/machine_frame.dm @@ -274,6 +274,7 @@ to destroy them and players will be able to make replacements. board_name = "Booze-O-Mat Vendor" board_type = "machine" origin_tech = "programming=1" + materials = list(MAT_GLASS = 750, MAT_METAL = 250) build_path = /obj/machinery/economy/vending/boozeomat req_components = list(/obj/item/vending_refill/boozeomat = 1) @@ -449,6 +450,7 @@ to destroy them and players will be able to make replacements. icon_state = "engineering" build_path = /obj/machinery/atmospherics/unary/reactor_gas_node origin_tech = "engineering=2" + materials = list(MAT_GOLD = 1000, MAT_GLASS = 1000) req_components = list( /obj/item/stack/cable_coil = 2, /obj/item/stack/sheet/metal = 2, @@ -460,6 +462,7 @@ to destroy them and players will be able to make replacements. build_path = /obj/machinery/nuclear_centrifuge board_type = "machine" origin_tech = "programming=4;engineering=4" + materials = list(MAT_GOLD = 1000, MAT_GLASS = 1000) req_components = list( /obj/item/stock_parts/manipulator = 4, ) @@ -470,6 +473,7 @@ to destroy them and players will be able to make replacements. build_path = /obj/machinery/nuclear_rod_fabricator board_type = "machine" origin_tech = "programming=4;engineering=4" + materials = list(MAT_GOLD = 1000, MAT_GLASS = 1000) req_components = list( /obj/item/stock_parts/manipulator = 2, /obj/item/stock_parts/matter_bin = 2, @@ -480,6 +484,7 @@ to destroy them and players will be able to make replacements. icon_state = "engineering" build_path = /obj/machinery/atmospherics/reactor_chamber origin_tech = "engineering=2" + materials = list(MAT_GLASS = 2000) req_components = list( /obj/item/stack/cable_coil = 5, /obj/item/stock_parts/manipulator = 1, @@ -1311,6 +1316,7 @@ to destroy them and players will be able to make replacements. build_path = /obj/machinery/ai_node/processing_node board_type = "machine" origin_tech = "programming=4" + materials = list(MAT_GLASS = 1000, MAT_GOLD = 250) req_components = list( /obj/item/stock_parts/capacitor = 2, /obj/item/stack/sheet/mineral/gold = 1, @@ -1325,6 +1331,7 @@ to destroy them and players will be able to make replacements. build_path = /obj/machinery/ai_node/network_node board_type = "machine" origin_tech = "programming=4" + materials = list(MAT_GLASS = 1000, MAT_GOLD = 250) req_components = list( /obj/item/stock_parts/capacitor = 2, /obj/item/stack/sheet/mineral/gold = 1, diff --git a/code/game/mecha/equipment/mecha_equipment.dm b/code/game/mecha/equipment/mecha_equipment.dm index b11de6f7381..ec9526f82aa 100644 --- a/code/game/mecha/equipment/mecha_equipment.dm +++ b/code/game/mecha/equipment/mecha_equipment.dm @@ -7,6 +7,7 @@ icon_state = "mecha_equip" force = 5 origin_tech = "materials=2;engineering=2" + materials = list(MAT_METAL = 10000) max_integrity = 300 var/equip_cooldown = 0 var/equip_ready = 1 diff --git a/code/game/mecha/equipment/tools/janitor_tools.dm b/code/game/mecha/equipment/tools/janitor_tools.dm index 38dce03e8af..f7c1fbcb4d3 100644 --- a/code/game/mecha/equipment/tools/janitor_tools.dm +++ b/code/game/mecha/equipment/tools/janitor_tools.dm @@ -17,6 +17,7 @@ equip_cooldown = 1.5 SECONDS energy_drain = 1 range = MECHA_MELEE | MECHA_RANGED + materials = list(MAT_METAL = 5000, MAT_GLASS = 3000) /// When the mopping sound was last played. COOLDOWN_DECLARE(mop_sound_cooldown) /// How fast does this mop? @@ -123,6 +124,7 @@ equip_cooldown = 1.5 SECONDS energy_drain = 100 range = MECHA_MELEE | MECHA_RANGED + materials = list(MAT_METAL = 1500, MAT_SILVER = 150, MAT_GLASS = 6000, MAT_BLUESPACE = 300) /obj/item/mecha_parts/mecha_equipment/janitor/light_replacer/emag_act(mob/user) . = ..() @@ -144,6 +146,7 @@ equip_cooldown = 1.5 SECONDS energy_drain = 200 range = MECHA_MELEE | MECHA_RANGED + materials = list(MAT_METAL = 1000, MAT_GLASS = 4000, MAT_GOLD = 1000, MAT_PLASMA = 3000) /// Toggle for refilling itself var/refill_enabled = TRUE /// Rate per process() tick spray refills itself @@ -226,6 +229,7 @@ equip_cooldown = 1.5 SECONDS energy_drain = 5 range = MECHA_MELEE | MECHA_RANGED + materials = list(MAT_METAL = 1500, MAT_GOLD = 1500, MAT_URANIUM = 700, MAT_PLASMA = 2000) /// Toggle for filling the bag (true) or emptying (false) var/bagging = TRUE /// Toggle for wide area or single tile pickups diff --git a/code/game/mecha/equipment/tools/mecha_mining_tools.dm b/code/game/mecha/equipment/tools/mecha_mining_tools.dm index dd637cf71f5..8b973d0bf19 100644 --- a/code/game/mecha/equipment/tools/mecha_mining_tools.dm +++ b/code/game/mecha/equipment/tools/mecha_mining_tools.dm @@ -131,7 +131,7 @@ equip_cooldown = 10 drill_delay = 4 drill_level = DRILL_HARDENED - + materials = list(MAT_METAL = 10000, MAT_DIAMOND = 6500) /obj/item/mecha_parts/mecha_equipment/mining_scanner name = "exosuit mining scanner" @@ -139,6 +139,7 @@ icon_state = "mecha_analyzer" selectable = 0 equip_cooldown = 15 + materials = list(MAT_METAL = 5000, MAT_GLASS = 2500) var/scanning_time = 0 /obj/item/mecha_parts/mecha_equipment/mining_scanner/Initialize(mapload) diff --git a/code/game/mecha/equipment/tools/medical_tools.dm b/code/game/mecha/equipment/tools/medical_tools.dm index 72493d7e64d..9d7f1d0aeef 100644 --- a/code/game/mecha/equipment/tools/medical_tools.dm +++ b/code/game/mecha/equipment/tools/medical_tools.dm @@ -33,6 +33,7 @@ icon = 'icons/obj/cryogenic2.dmi' icon_state = "sleeper" origin_tech = "engineering=3;biotech=3;plasmatech=2" + materials = list(MAT_METAL = 5000, MAT_GLASS = 10000) energy_drain = 20 equip_cooldown = 20 var/mob/living/carbon/patient = null @@ -252,6 +253,7 @@ range = MECHA_MELEE | MECHA_RANGED equip_cooldown = 10 origin_tech = "materials=3;biotech=4;magnets=4" + materials = list(MAT_METAL = 3000, MAT_GLASS = 2000) /obj/item/mecha_parts/mecha_equipment/medical/syringe_gun/Initialize(mapload) . = ..() @@ -520,6 +522,7 @@ icon_state = "mecha_clamp" //can work, might use a blue resprite later but I think it works for now equip_cooldown = 15 energy_drain = 10 + materials = list(MAT_METAL = 5000, MAT_SILVER = 2000, MAT_TITANIUM = 1500) var/dam_force = 20 diff --git a/code/game/mecha/equipment/tools/other_tools.dm b/code/game/mecha/equipment/tools/other_tools.dm index a6daac7e92a..972d0b03e47 100644 --- a/code/game/mecha/equipment/tools/other_tools.dm +++ b/code/game/mecha/equipment/tools/other_tools.dm @@ -11,6 +11,7 @@ desc = "An exosuit module that allows exosuits to teleport to any position in view." icon_state = "mecha_teleport" origin_tech = "bluespace=7" + materials = list(MAT_METAL = 10000, MAT_DIAMOND = 10000) equip_cooldown = 150 energy_drain = 8000 range = MECHA_RANGED @@ -108,6 +109,7 @@ desc = "A grade II plate of armor that provides moderate resistance to melee attacks, it is designed to be mounted at a slight angle to deflect light attacks. The added weight slightly increases energy consumption to maintain consistant speed." icon_state = "mecha_abooster_ccw" origin_tech = "materials=4;combat=4" + materials = list(MAT_METAL = 20000, MAT_SILVER = 5000) equip_cooldown = 10 energy_drain = 50 range = 0 @@ -126,6 +128,7 @@ desc = "A series of layered grade III composite armored plates that provides moderate resistance to ranged attacks, it is designed to be mounted at a slight angle to deflect low power rounds. The added weight slightly increases energy consumption to maintain consistant speed." icon_state = "mecha_abooster_proj" origin_tech = "materials=4;combat=3;engineering=3" + materials = list(MAT_METAL = 20000, MAT_GOLD = 5000) equip_cooldown = 10 energy_drain = 50 range = 0 @@ -143,6 +146,7 @@ desc = "A shield module that covers the exosuit in an energy barrier that absorbs damage. Requires energy to operate." icon_state = "mecha_pulse_shield" origin_tech = "materials=4;combat=4" + materials = list(MAT_METAL = 20000, MAT_GOLD = 5000, MAT_BLUESPACE = 5000) equip_cooldown = 10 energy_drain = 50 range = 0 @@ -166,6 +170,7 @@ desc = "Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage." icon_state = "repair_droid_item" origin_tech ="magnets=3;programming=3;engineering=4" + materials = list(MAT_METAL = 10000, MAT_GLASS = 5000, MAT_GOLD = 1000, MAT_SILVER = 2000) equip_cooldown = 20 energy_drain = 50 range = 0 @@ -252,6 +257,7 @@ desc = "An exosuit module that wirelessly drains energy from any available power channel in an area. The performance index barely compensates for movement costs." icon_state = "tesla" origin_tech = "magnets=4;powerstorage=4;engineering=4" + materials = list(MAT_METAL = 10000, MAT_GLASS = 2000, MAT_GOLD = 2000, MAT_SILVER = 3000) range = 0 var/coeff = 100 var/list/use_channels = list(PW_CHANNEL_EQUIPMENT, PW_CHANNEL_ENVIRONMENT, PW_CHANNEL_LIGHTING) @@ -335,6 +341,7 @@ desc = "An exosuit module that generates power using solid plasma as fuel. Pollutes the environment." icon_state = "tesla" origin_tech = "plasmatech=2;powerstorage=2;engineering=2" + materials = list(MAT_METAL = 10000, MAT_GLASS = 1000, MAT_SILVER = 2000, MAT_PLASMA = 5000) var/coeff = 100 var/fuel_type = MAT_PLASMA var/max_fuel = 150000 // 45k energy for 75 plasma/ 375 cr. @@ -451,6 +458,7 @@ max_fuel = 50000 // around 83k energy for 25 uranium/ 0 cr. fuel_per_cycle_active = 150 power_per_cycle = 250 + materials = list(MAT_METAL = 10000, MAT_GLASS = 1000, MAT_SILVER = 500) var/rad_per_cycle = 120 /obj/item/mecha_parts/mecha_equipment/generator/nuclear/process() @@ -462,6 +470,7 @@ desc = "Ion thrusters to be attached to an exosuit. Drains power even while not in flight." icon_state = "tesla" origin_tech = "powerstorage=4;engineering=4" + materials = list(MAT_METAL = 15000, MAT_PLASMA = 3000) range = 0 energy_drain = 20 selectable = FALSE diff --git a/code/game/mecha/equipment/tools/work_tools.dm b/code/game/mecha/equipment/tools/work_tools.dm index a38c5571de6..338c45dbced 100644 --- a/code/game/mecha/equipment/tools/work_tools.dm +++ b/code/game/mecha/equipment/tools/work_tools.dm @@ -329,6 +329,7 @@ equip_cooldown = 10 energy_drain = 250 range = MECHA_MELEE | MECHA_RANGED + materials = list(MAT_METAL = 30000, MAT_TRANQUILLITE = 10000) /obj/item/mecha_parts/mecha_equipment/mimercd/can_attach(obj/mecha/combat/reticence/M) if(..()) @@ -490,6 +491,7 @@ energy_drain = 3000 harmful = TRUE range = MECHA_MELEE | MECHA_RANGED + materials = list(MAT_METAL = 23000, MAT_TITANIUM = 8000) var/obj/item/kinetic_crusher/mecha/internal_crusher /obj/item/kinetic_crusher/mecha diff --git a/code/game/mecha/equipment/weapons/weapons.dm b/code/game/mecha/equipment/weapons/weapons.dm index 01ec8ec765a..54afba2e863 100644 --- a/code/game/mecha/equipment/weapons/weapons.dm +++ b/code/game/mecha/equipment/weapons/weapons.dm @@ -103,6 +103,7 @@ desc = "A large-bore energy shotgun, configured to fire a large blast of disabling pellets." icon_state = "mecha_disabler_shotgun" origin_tech = "materials=4;combat=5;" + materials = list(MAT_METAL = 10000, MAT_SILVER = 6000) energy_drain = 30 // This is per shot + 1x cost, so 300 per shot projectile = /obj/projectile/beam/disabler/pellet projectiles_per_shot = 9 @@ -115,6 +116,7 @@ desc = "A large-bore energy shotgun, configured to fire a large blast of lethal laser pellets." icon_state = "mecha_laser_shotgun" origin_tech = "materials=4;combat=5;" + materials = list(MAT_METAL = 10000, MAT_GOLD = 6000) energy_drain = 35 // This is per shot + 1x cost, so 560 per shot projectile = /obj/projectile/beam/scatter/eshotgun projectiles_per_shot = 15 @@ -127,6 +129,7 @@ desc = "An ion shotgun, that when fired gives the mecha a second of EMP shielding with the excess energy from the discharge." icon_state = "mecha_ion" origin_tech = "materials=4;combat=5;magnets=4" + materials = list(MAT_METAL = 20000, MAT_SILVER = 6000, MAT_URANIUM = 2000) energy_drain = 215 // This is per shot + 1x cost, so ~1500 per shotgun shot projectile = /obj/projectile/ion/weak projectiles_per_shot = 6 @@ -144,6 +147,7 @@ desc = "A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine." icon_state = "mecha_teslacannon" origin_tech = "materials=4;engineering=4;combat=6;magnets=6" + materials = list(MAT_METAL = 20000, MAT_SILVER = 8000) energy_drain = 500 projectile = /obj/projectile/energy/tesla_bolt fire_sound = 'sound/magic/lightningbolt.ogg' @@ -171,6 +175,7 @@ desc = "A weapon for combat exosuits. Fires beams of extreme heat that set targets on fire." icon_state = "mecha_immolator" origin_tech = "materials=4;engineering=4;combat=6;magnets=6" + materials = list(MAT_METAL = 10000, MAT_SILVER = 8000, MAT_PLASMA = 8000) energy_drain = 80 projectile = /obj/projectile/beam/immolator fire_sound = 'sound/weapons/laser3.ogg' @@ -222,6 +227,7 @@ icon_state = "mecha_honker" energy_drain = 200 range = MECHA_MELEE | MECHA_RANGED + materials = list(MAT_METAL = 20000, MAT_BANANIUM = 10000) /obj/item/mecha_parts/mecha_equipment/weapon/honker/can_attach(obj/mecha/combat/honker/M as obj) if(..()) @@ -317,6 +323,7 @@ projectile = /obj/projectile/bullet/mime/nonlethal projectiles = 20 projectile_energy_cost = 50 + materials = list(MAT_METAL = 20000, MAT_TRANQUILLITE = 10000) /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine/silenced/can_attach(obj/mecha/combat/reticence/M as obj) if(..()) @@ -365,6 +372,7 @@ name = "\improper SRM-8 Light Missile Rack" icon_state = "mecha_missilerack_six" origin_tech = "combat=5;materials=4;engineering=4" + materials = list(MAT_METAL = 22000, MAT_GOLD = 6000,MAT_SILVER = 8000) projectile = /obj/projectile/missile/light fire_sound = 'sound/effects/bang.ogg' projectiles = 6 @@ -407,6 +415,7 @@ name = "\improper SOB-3 Clusterbang Launcher" desc = "A weapon for combat exosuits. Launches primed clusterbangs. You monster." origin_tech = "combat=4;materials=4" + materials = list(MAT_METAL = 20000, MAT_GOLD = 10000, MAT_URANIUM = 10000) projectiles = 3 projectile = /obj/item/grenade/clusterbuster projectile_energy_cost = 1600 //getting off cheap seeing as this is 3 times the flashbangs held in the grenade launcher. @@ -422,6 +431,7 @@ desc = "A tool of mass cleaning. Launches primed cleaning foam grenades. Major slipping hazard." icon_state = "mecha_grenadelnchr" origin_tech = "combat=4;engineering=4" + materials = list(MAT_METAL = 5000, MAT_GLASS = 3000, MAT_SILVER = 4000, MAT_GOLD = 6000) projectile = /obj/item/grenade/chem_grenade/cleaner missile_speed = 1.5 size = 1 @@ -454,12 +464,14 @@ missile_speed = 1.5 projectile_energy_cost = 100 harmful = FALSE + materials = list(MAT_METAL = 20000, MAT_BANANIUM = 5000) /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/dropwall name = "\improper DWDL-04 Dropwall Launcher" desc = "A large, semi-automatic launcher designed by Shellguard Munitions to fire dropwall shield generators." icon_state = "mecha_grenadelnchr" origin_tech = "combat=4;engineering=4" + materials = list(MAT_METAL = 8000, MAT_GLASS = 8000, MAT_SILVER = 4000, MAT_TITANIUM = 4000, MAT_PLASMA = 4000) projectile = /obj/item/grenade/barrier/dropwall missile_speed = 1.5 projectile_energy_cost = 750 @@ -507,6 +519,7 @@ missile_speed = 1.5 projectile_energy_cost = 100 harmful = FALSE + materials = list(MAT_METAL = 20000, MAT_BANANIUM = 5000) /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/mousetrap_mortar/can_attach(obj/mecha/combat/honker/M as obj) if(..()) @@ -564,6 +577,7 @@ righthand_file = 'icons/mob/inhands/guns_righthand.dmi' energy_drain = 30 origin_tech = "materials=3;plasmatech=4;engineering=3" + materials = list(MAT_METAL = 10000, MAT_GLASS = 2000, MAT_PLASMA = 6000) projectile = /obj/projectile/plasma/adv/mech fire_sound = 'sound/weapons/laser.ogg' harmful = TRUE diff --git a/code/game/mecha/mecha_control_console.dm b/code/game/mecha/mecha_control_console.dm index debaf0460b9..6f0fe0e57c2 100644 --- a/code/game/mecha/mecha_control_console.dm +++ b/code/game/mecha/mecha_control_console.dm @@ -81,6 +81,7 @@ icon_state = "motion2" w_class = WEIGHT_CLASS_SMALL origin_tech = "programming=2;magnets=2" + materials = list(MAT_METAL = 500) var/ai_beacon = FALSE //If this beacon allows for AI control. Exists to avoid using istype() on checking. var/charges_left = 2 @@ -198,6 +199,7 @@ name = "exosuit AI control beacon" desc = "A device used to transmit exosuit data. Also allows active AI units to take control of said exosuit." origin_tech = "programming=3;magnets=2;engineering=2" + materials = list(MAT_METAL = 1000, MAT_GLASS = 500, MAT_SILVER = 200) ai_beacon = TRUE /obj/item/storage/box/mechabeacons diff --git a/code/game/mecha/mecha_modkit.dm b/code/game/mecha/mecha_modkit.dm index d73f15541cb..32238d96d96 100644 --- a/code/game/mecha/mecha_modkit.dm +++ b/code/game/mecha/mecha_modkit.dm @@ -3,6 +3,7 @@ desc = "A kit to modify your mech. This one doesn't do anything." icon = 'icons/obj/module.dmi' icon_state = "harddisk_mini" + materials = list(MAT_METAL = 500) var/install_time = 15 /obj/item/mecha_modkit/proc/install(obj/mecha/mech, mob/user) @@ -56,6 +57,7 @@ weapdestrsound = 'sound/mecha/weapdestrsyndi.ogg' lowpowersound = 'sound/mecha/lowpowersyndi.ogg' longactivationsound = 'sound/mecha/LongSyndiActivation.ogg' + materials = list(MAT_METAL = 400, MAT_TITANIUM = 100) /obj/item/mecha_modkit/voice/honk name = "mecha voice modification kit : Honk" @@ -66,6 +68,7 @@ weapdestrsound = 'sound/items/Airhorn2.ogg' lowpowersound = 'sound/items/Airhorn2.ogg' longactivationsound = 'sound/items/bikehorn.ogg' + materials = list(MAT_METAL = 400, MAT_BANANIUM = 100) /obj/item/mecha_modkit/voice/silent name = "mecha voice modification kit : Silent" diff --git a/code/game/mecha/mecha_parts.dm b/code/game/mecha/mecha_parts.dm index 19b866dce93..f8404516ac6 100644 --- a/code/game/mecha/mecha_parts.dm +++ b/code/game/mecha/mecha_parts.dm @@ -33,10 +33,10 @@ /obj/item/mecha_parts/chassis/attack_hand() return -/////////// Ripley - +// MARK: Ripley /obj/item/mecha_parts/chassis/ripley name = "\improper Ripley chassis" + materials = list(MAT_METAL = 20000) /obj/item/mecha_parts/chassis/ripley/Initialize(mapload) . = ..() @@ -47,31 +47,41 @@ desc = "A torso part of Ripley APLU. Contains power unit, processing core and life support systems." icon_state = "ripley_harness" origin_tech = "programming=2;materials=2;biotech=2;engineering=2" + materials = list(MAT_METAL = 20000, MAT_GLASS = 7500) /obj/item/mecha_parts/part/ripley_left_arm name = "\improper Ripley left arm" desc = "A Ripley APLU left arm. Data and power sockets are compatible with most exosuit tools." icon_state = "ripley_l_arm" + materials = list(MAT_METAL = 15000) /obj/item/mecha_parts/part/ripley_right_arm name = "\improper Ripley right arm" desc = "A Ripley APLU right arm. Data and power sockets are compatible with most exosuit tools." icon_state = "ripley_r_arm" + materials = list(MAT_METAL = 15000) /obj/item/mecha_parts/part/ripley_left_leg name = "\improper Ripley left leg" desc = "A Ripley APLU left leg. Contains somewhat complex servodrives and balance maintaining systems." icon_state = "ripley_l_leg" + materials = list(MAT_METAL = 15000) /obj/item/mecha_parts/part/ripley_right_leg name = "\improper Ripley right leg" desc = "A Ripley APLU right leg. Contains somewhat complex servodrives and balance maintaining systems." icon_state = "ripley_r_leg" + materials = list(MAT_METAL = 15000) -///////// Gygax +// Firefighter ripley subtype +/obj/item/mecha_parts/chassis/firefighter + name = "\improper Firefighter chassis" + materials = list(MAT_METAL = 20000) +// MARK: Gygax /obj/item/mecha_parts/chassis/gygax name = "\improper Gygax chassis" + materials = list(MAT_METAL = 20000) /obj/item/mecha_parts/chassis/gygax/Initialize(mapload) . = ..() @@ -82,45 +92,52 @@ desc = "A torso part of Gygax. Contains power unit, processing core and life support systems. Has an additional equipment slot." icon_state = "gygax_harness" origin_tech = "programming=2;materials=4;biotech=3;engineering=3" + materials = list(MAT_METAL = 20000, MAT_GLASS = 10000, MAT_DIAMOND = 2000) /obj/item/mecha_parts/part/gygax_head name = "\improper Gygax head" desc = "A Gygax head. Houses advanced surveillance and targeting sensors." icon_state = "gygax_head" origin_tech = "programming=2;materials=4;magnets=3;engineering=3" + materials = list(MAT_METAL = 10000, MAT_GLASS = 5000, MAT_DIAMOND = 2000) /obj/item/mecha_parts/part/gygax_left_arm name = "\improper Gygax left arm" desc = "A Gygax left arm. Data and power sockets are compatible with most exosuit tools and weapons." icon_state = "gygax_l_arm" origin_tech = "programming=2;materials=4;engineering=3" + materials = list(MAT_METAL = 15000, MAT_DIAMOND = 1000) /obj/item/mecha_parts/part/gygax_right_arm name = "\improper Gygax right arm" desc = "A Gygax right arm. Data and power sockets are compatible with most exosuit tools and weapons." icon_state = "gygax_r_arm" origin_tech = "programming=2;materials=4;engineering=3" + materials = list(MAT_METAL = 15000, MAT_DIAMOND = 1000) /obj/item/mecha_parts/part/gygax_left_leg name = "\improper Gygax left leg" icon_state = "gygax_l_leg" origin_tech = "programming=2;materials=4;engineering=3" + materials = list(MAT_METAL = 15000, MAT_DIAMOND = 2000) /obj/item/mecha_parts/part/gygax_right_leg name = "\improper Gygax right leg" icon_state = "gygax_r_leg" origin_tech = "programming=2;materials=4;engineering=3" + materials = list(MAT_METAL = 15000, MAT_DIAMOND = 2000) /obj/item/mecha_parts/part/gygax_armour name = "\improper Gygax armour plates" icon_state = "gygax_armour" origin_tech = "materials=6;combat=4;engineering=4" + materials = list(MAT_METAL = 15000, MAT_DIAMOND = 10000, MAT_TITANIUM = 10000) - -//////////// Durand +// MARK: Durand /obj/item/mecha_parts/chassis/durand name = "\improper Durand chassis" + materials = list(MAT_METAL = 25000) /obj/item/mecha_parts/chassis/durand/Initialize(mapload) . = ..() @@ -130,52 +147,53 @@ name = "\improper Durand torso" icon_state = "durand_harness" origin_tech = "programming=2;materials=3;biotech=3;engineering=3" + materials = list(MAT_METAL = 25000, MAT_GLASS = 10000, MAT_SILVER = 10000) /obj/item/mecha_parts/part/durand_head name = "\improper Durand head" icon_state = "durand_head" origin_tech = "programming=2;materials=3;magnets=3;engineering=3" + materials = list(MAT_METAL = 10000, MAT_GLASS = 15000, MAT_SILVER = 2000) /obj/item/mecha_parts/part/durand_left_arm name = "\improper Durand left arm" icon_state = "durand_l_arm" origin_tech = "programming=2;materials=3;engineering=3" + materials = list(MAT_METAL = 10000, MAT_SILVER = 4000) /obj/item/mecha_parts/part/durand_right_arm name = "\improper Durand right arm" icon_state = "durand_r_arm" origin_tech = "programming=2;materials=3;engineering=3" + materials = list(MAT_METAL = 10000, MAT_SILVER = 4000) /obj/item/mecha_parts/part/durand_left_leg name = "\improper Durand left leg" icon_state = "durand_l_leg" origin_tech = "programming=2;materials=3;engineering=3" + materials = list(MAT_METAL = 15000, MAT_SILVER = 4000) /obj/item/mecha_parts/part/durand_right_leg name = "\improper Durand right leg" icon_state = "durand_r_leg" origin_tech = "programming=2;materials=3;engineering=3" + materials = list(MAT_METAL = 15000, MAT_SILVER = 4000) /obj/item/mecha_parts/part/durand_armor name = "\improper Durand armour plates" icon_state = "durand_armor" origin_tech = "materials=5;combat=4;engineering=4" - - - -////////// Firefighter - -/obj/item/mecha_parts/chassis/firefighter - name = "\improper Firefighter chassis" + materials = list(MAT_METAL = 30000, MAT_URANIUM = 25000, MAT_TITANIUM = 20000) /obj/item/mecha_parts/chassis/firefighter/Initialize(mapload) . = ..() construct = new /datum/construction/mecha/firefighter_chassis(src) -////////// HONK +// MARK: H.O.N.K /obj/item/mecha_parts/chassis/honker name = "\improper H.O.N.K chassis" + materials = list(MAT_METAL = 20000) /obj/item/mecha_parts/chassis/honker/Initialize(mapload) . = ..() @@ -184,32 +202,37 @@ /obj/item/mecha_parts/part/honker_torso name = "\improper H.O.N.K torso" icon_state = "honker_harness" + materials = list(MAT_METAL = 20000, MAT_GLASS = 10000, MAT_BANANIUM = 10000) /obj/item/mecha_parts/part/honker_head name = "\improper H.O.N.K head" icon_state = "honker_head" + materials = list(MAT_METAL = 10000, MAT_GLASS = 5000, MAT_BANANIUM = 5000) /obj/item/mecha_parts/part/honker_left_arm name = "\improper H.O.N.K left arm" icon_state = "honker_l_arm" + materials = list(MAT_METAL = 15000, MAT_BANANIUM = 5000) /obj/item/mecha_parts/part/honker_right_arm name = "\improper H.O.N.K right arm" icon_state = "honker_r_arm" + materials = list(MAT_METAL = 15000, MAT_BANANIUM = 5000) /obj/item/mecha_parts/part/honker_left_leg name = "\improper H.O.N.K left leg" icon_state = "honker_l_leg" + materials = list(MAT_METAL = 20000, MAT_BANANIUM = 5000) /obj/item/mecha_parts/part/honker_right_leg name = "\improper H.O.N.K right leg" icon_state = "honker_r_leg" + materials = list(MAT_METAL = 20000, MAT_BANANIUM = 5000) - -////////// Reticence - +// MARK: Reticence /obj/item/mecha_parts/chassis/reticence name = "\improper Reticence chassis" + materials = list(MAT_METAL = 20000) /obj/item/mecha_parts/chassis/reticence/Initialize(mapload) . = ..() @@ -233,32 +256,37 @@ /obj/item/mecha_parts/part/reticence_torso name = "\improper Reticence torso" icon_state = "reticence_harness" + materials = list(MAT_METAL = 20000, MAT_GLASS = 10000, MAT_TRANQUILLITE = 10000) /obj/item/mecha_parts/part/reticence_head name = "\improper Reticence head" icon_state = "reticence_head" + materials = list(MAT_METAL = 10000, MAT_GLASS = 5000, MAT_TRANQUILLITE = 5000) /obj/item/mecha_parts/part/reticence_left_arm name = "\improper Reticence left arm" icon_state = "reticence_l_arm" + materials = list(MAT_METAL = 15000, MAT_TRANQUILLITE = 5000) /obj/item/mecha_parts/part/reticence_right_arm name = "\improper Reticence right arm" icon_state = "reticence_r_arm" + materials = list(MAT_METAL = 15000, MAT_TRANQUILLITE = 5000) /obj/item/mecha_parts/part/reticence_left_leg name = "\improper Reticence left leg" icon_state = "reticence_l_leg" + materials = list(MAT_METAL = 20000, MAT_TRANQUILLITE = 5000) /obj/item/mecha_parts/part/reticence_right_leg name = "\improper Reticence right leg" icon_state = "reticence_r_leg" + materials = list(MAT_METAL = 20000, MAT_TRANQUILLITE = 5000) - -////////// Phazon - +// MARK: Phazon /obj/item/mecha_parts/chassis/phazon name = "\improper Phazon chassis" + materials = list(MAT_METAL = 20000) /obj/item/mecha_parts/chassis/phazon/Initialize(mapload) . = ..() @@ -273,41 +301,49 @@ name = "\improper Phazon torso" icon_state = "phazon_harness" origin_tech = "programming=4;materials=4;bluespace=4;plasmatech=5" + materials = list(MAT_METAL = 35000, MAT_GLASS = 10000, MAT_PLASMA = 20000) /obj/item/mecha_parts/part/phazon_head name = "\improper Phazon head" icon_state = "phazon_head" origin_tech = "programming=3;materials=3;magnets=3" + materials = list(MAT_METAL = 15000, MAT_GLASS = 5000, MAT_PLASMA = 10000) /obj/item/mecha_parts/part/phazon_left_arm name = "\improper Phazon left arm" icon_state = "phazon_l_arm" origin_tech = "materials=3;bluespace=3;magnets=3" + materials = list(MAT_METAL = 20000, MAT_PLASMA = 10000) /obj/item/mecha_parts/part/phazon_right_arm name = "\improper Phazon right arm" icon_state = "phazon_r_arm" origin_tech = "materials=3;bluespace=3;magnets=3" + materials = list(MAT_METAL = 20000, MAT_PLASMA = 10000) /obj/item/mecha_parts/part/phazon_left_leg name = "\improper Phazon left leg" icon_state = "phazon_l_leg" origin_tech = "materials=3;bluespace=3;magnets=3" + materials = list(MAT_METAL = 20000, MAT_PLASMA = 10000) /obj/item/mecha_parts/part/phazon_right_leg name = "\improper Phazon right leg" icon_state = "phazon_r_leg" origin_tech = "materials=3;bluespace=3;magnets=3" + materials = list(MAT_METAL = 20000, MAT_PLASMA = 10000) /obj/item/mecha_parts/part/phazon_armor name = "\improper Phazon armor" desc = "Phazon armor plates. They are layered with plasma to protect the pilot from the stress of phasing and have unusual properties." icon_state = "phazon_armor" origin_tech = "materials=4;bluespace=4;plasmatech=5" + materials = list(MAT_METAL = 25000, MAT_PLASMA = 20000, MAT_TITANIUM = 20000) -///////// Odysseus +// MARK: Odysseus /obj/item/mecha_parts/chassis/odysseus name = "\improper Odysseus Chassis" + materials = list(MAT_METAL = 20000) /obj/item/mecha_parts/chassis/odysseus/Initialize(mapload) . = ..() @@ -316,41 +352,48 @@ /obj/item/mecha_parts/part/odysseus_head name = "\improper Odysseus head" icon_state = "odysseus_head" + materials = list(MAT_METAL = 6000,MAT_GLASS = 10000) /obj/item/mecha_parts/part/odysseus_torso name = "\improper Odysseus torso" desc = "A torso part of Odysseus. Contains power unit, processing core and life support systems." icon_state = "odysseus_torso" origin_tech = "programming=2;materials=2;biotech=2;engineering=2" + materials = list(MAT_METAL = 12000) /obj/item/mecha_parts/part/odysseus_left_arm name = "\improper Odysseus left arm" desc = "An Odysseus left arm. Data and power sockets are compatible with most exosuit tools." icon_state = "odysseus_l_arm" + materials = list(MAT_METAL = 6000) /obj/item/mecha_parts/part/odysseus_right_arm name = "\improper Odysseus right arm" desc = "An Odysseus right arm. Data and power sockets are compatible with most exosuit tools." icon_state = "odysseus_r_arm" + materials = list(MAT_METAL = 6000) /obj/item/mecha_parts/part/odysseus_left_leg name = "\improper Odysseus left leg" desc = "An Odysseus left leg. Contains somewhat complex servodrives and balance maintaining systems." icon_state = "odysseus_l_leg" + materials = list(MAT_METAL = 7000) /obj/item/mecha_parts/part/odysseus_right_leg name = "\improper Odysseus right leg" desc = "A Odysseus right leg. Contains somewhat complex servodrives and balance maintaining systems." icon_state = "odysseus_r_leg" + materials = list(MAT_METAL = 7000) /*/obj/item/mecha_parts/part/odysseus_armour name = "\improper Odysseus carapace" icon_state = "odysseus_armour" origin_tech = "materials=3;engineering=3")*/ -///////// Nkarrdem +// MARK: Nkarrdem /obj/item/mecha_parts/chassis/nkarrdem name = "\improper Nkarrdem Chassis" + materials = list(MAT_METAL = 20000) /obj/item/mecha_parts/chassis/nkarrdem/Initialize(mapload) . = ..() @@ -359,36 +402,40 @@ /obj/item/mecha_parts/part/nkarrdem_head name = "\improper Nkarrdem head" icon_state = "nkarrdem_head" + materials = list(MAT_METAL = 6000, MAT_GLASS = 10000) /obj/item/mecha_parts/part/nkarrdem_torso name = "\improper Nkarrdem torso" desc = "A torso part of Nkarrdem. Contains power unit, processing core and life support systems." icon_state = "nkarrdem_harness" origin_tech = "programming=2;materials=2;biotech=2;engineering=2" + materials = list(MAT_METAL = 12000) /obj/item/mecha_parts/part/nkarrdem_left_arm name = "\improper Nkarrdem left arm" desc = "A Nkarrdem left arm. Data and power sockets are compatible with most exosuit tools." icon_state = "nkarrdem_l_arm" + materials = list(MAT_METAL = 6000) /obj/item/mecha_parts/part/nkarrdem_right_arm name = "\improper Nkarrdem right arm" desc = "A Nkarrdem right arm. Data and power sockets are compatible with most exosuit tools." icon_state = "nkarrdem_r_arm" + materials = list(MAT_METAL = 6000) /obj/item/mecha_parts/part/nkarrdem_left_leg name = "\improper Nkarrdem left leg" desc = "A Nkarrdem left leg. Contains somewhat complex servodrives and balance maintaining systems." icon_state = "nkarrdem_l_leg" + materials = list(MAT_METAL = 12000) /obj/item/mecha_parts/part/nkarrdem_right_leg name = "\improper Nkarrdem right leg" desc = "A Nkarrdem right leg. Contains somewhat complex servodrives and balance maintaining systems." icon_state = "nkarrdem_r_leg" + materials = list(MAT_METAL = 12000) - -///////// Circuitboards - +// MARK: Circuits /obj/item/circuitboard/mecha icon_state = "std_mod" board_type = "other" @@ -398,7 +445,6 @@ throw_speed = 3 throw_range = 15 - /obj/item/circuitboard/mecha/ripley /obj/item/circuitboard/mecha/ripley/main @@ -455,6 +501,7 @@ /obj/item/circuitboard/mecha/phazon origin_tech = "programming=5;plasmatech=4" + materials = list(MAT_GLASS = 1000, MAT_BLUESPACE = 100) /obj/item/circuitboard/mecha/phazon/main board_name = "Phazon Central Control Module" diff --git a/code/game/objects/items/AI_modules.dm b/code/game/objects/items/AI_modules.dm index 80a9407fd6f..29271da259e 100755 --- a/code/game/objects/items/AI_modules.dm +++ b/code/game/objects/items/AI_modules.dm @@ -19,7 +19,7 @@ AI MODULES throw_speed = 3 throw_range = 15 origin_tech = "programming=3" - materials = list(MAT_GOLD=50) + materials = list(MAT_GLASS = 1000, MAT_GOLD = 100) new_attack_chain = TRUE var/datum/ai_laws/laws = null @@ -147,6 +147,7 @@ AI MODULES desc = "A 'one crew' AI module: 'Only is crew.'" icon_state = "green_high" origin_tech = "programming=4;materials=4" + materials = list(MAT_GLASS = 1000, MAT_DIAMOND = 100) /obj/item/ai_module/one_crew_member/activate_self(mob/user) if(..()) @@ -287,6 +288,7 @@ AI MODULES desc = "An 'Asimov' Core AI Module: 'Reconfigures the AI's core laws.'" icon_state = "green_high" origin_tech = "programming=3;materials=4" + materials = list(MAT_GLASS = 1000, MAT_DIAMOND = 100) laws = new /datum/ai_laws/asimov /******************** Crewsimov ********************/ @@ -296,6 +298,7 @@ AI MODULES desc = "An 'Crewsimov' Core AI Module: 'Reconfigures the AI's core laws.'" icon_state = "green_low" origin_tech = "programming=3;materials=4" + materials = list(MAT_GLASS = 1000, MAT_DIAMOND = 100) laws = new /datum/ai_laws/crewsimov /obj/item/ai_module/crewsimov/cmag_act(mob/user) @@ -328,6 +331,7 @@ AI MODULES desc = "A 'Corporate' Core AI Module: 'Reconfigures the AI's core laws.'" icon_state = "blue_low" origin_tech = "programming=3;materials=4" + materials = list(MAT_GLASS = 1000, MAT_DIAMOND = 100) laws = new /datum/ai_laws/corporate /******************** Drone ********************/ @@ -353,6 +357,7 @@ AI MODULES desc = "A P.A.L.A.D.I.N. Core AI Module: 'Reconfigures the AI's core laws.'" icon_state = "red_medium" origin_tech = "programming=3;materials=4" + materials = list(MAT_GLASS = 1000, MAT_DIAMOND = 100) laws = new /datum/ai_laws/paladin /****************** T.Y.R.A.N.T. *****************/ @@ -362,6 +367,7 @@ AI MODULES desc = "A T.Y.R.A.N.T. Core AI Module: 'Reconfigures the AI's core laws.'" icon_state = "red_high" origin_tech = "programming=3;materials=4;syndicate=1" + materials = list(MAT_GLASS = 1000, MAT_DIAMOND = 100) laws = new /datum/ai_laws/tyrant() /******************** Antimov ********************/ @@ -371,6 +377,7 @@ AI MODULES desc = "An 'Antimov' Core AI Module: 'Reconfigures the AI's core laws.'" icon_state = "red_high" origin_tech = "programming=4" + materials = list(MAT_GLASS = 1000, MAT_DIAMOND = 100) laws = new /datum/ai_laws/antimov() /******************** Pranksimov ********************/ @@ -379,6 +386,7 @@ AI MODULES desc = "A 'Pranksimov' Core AI Module: 'Reconfigures the AI's core laws.'" icon_state = "pranksimov" origin_tech = "programming=3;syndicate=1" + materials = list(MAT_GLASS = 1000, MAT_BANANIUM = 100) laws = new /datum/ai_laws/pranksimov() /******************** NT Aggressive ********************/ @@ -424,6 +432,7 @@ AI MODULES desc = "A 'freeform' Core AI module: ''" icon_state = "standard_high" origin_tech = "programming=5;materials=4" + materials = list(MAT_GLASS = 1000, MAT_DIAMOND = 100) /obj/item/ai_module/freeformcore/activate_self(mob/user) if(..()) diff --git a/code/game/objects/items/RCD.dm b/code/game/objects/items/RCD.dm index c5f254dfa3b..79b8fa3a594 100644 --- a/code/game/objects/items/RCD.dm +++ b/code/game/objects/items/RCD.dm @@ -718,7 +718,7 @@ icon_state = "rcd" inhand_icon_state = "rcdammo" origin_tech = "materials=3" - materials = list(MAT_METAL=16000, MAT_GLASS=8000) + materials = list(MAT_METAL = 16000, MAT_GLASS = 8000) new_attack_chain = TRUE var/ammoamt = 20 diff --git a/code/game/objects/items/RCL.dm b/code/game/objects/items/RCL.dm index 5761aff109b..5b504446ad8 100644 --- a/code/game/objects/items/RCL.dm +++ b/code/game/objects/items/RCL.dm @@ -8,6 +8,7 @@ throwforce = 5 throw_speed = 1 origin_tech = "engineering=4;materials=2" + materials = list(MAT_METAL = 5000) var/max_amount = 90 var/active = FALSE var/obj/structure/cable/last = null diff --git a/code/game/objects/items/bio_chips/bio_chip_chem.dm b/code/game/objects/items/bio_chips/bio_chip_chem.dm index fc0465a4e10..ef815864312 100644 --- a/code/game/objects/items/bio_chips/bio_chip_chem.dm +++ b/code/game/objects/items/bio_chips/bio_chip_chem.dm @@ -3,6 +3,7 @@ desc = "Injects things." icon_state = "reagents" origin_tech = "materials=3;biotech=4" + materials = list(MAT_GLASS = 200) container_type = OPENCONTAINER trigger_causes = BIOCHIP_TRIGGER_DEATH_ANY implant_data = /datum/implant_fluff/chem diff --git a/code/game/objects/items/bio_chips/bio_chip_pad.dm b/code/game/objects/items/bio_chips/bio_chip_pad.dm index 39503b2a583..dfdf67aaca9 100644 --- a/code/game/objects/items/bio_chips/bio_chip_pad.dm +++ b/code/game/objects/items/bio_chips/bio_chip_pad.dm @@ -7,6 +7,7 @@ throw_speed = 3 throw_range = 5 w_class = WEIGHT_CLASS_SMALL + materials = list(MAT_METAL = 2000, MAT_GLASS = 1000) var/obj/item/bio_chip_case/case var/static/list/cached_base64_icons = list() diff --git a/code/game/objects/items/bio_chips/bio_chip_sad_trombone.dm b/code/game/objects/items/bio_chips/bio_chip_sad_trombone.dm index 8ec2ac01a6b..4ac1b91e249 100644 --- a/code/game/objects/items/bio_chips/bio_chip_sad_trombone.dm +++ b/code/game/objects/items/bio_chips/bio_chip_sad_trombone.dm @@ -6,6 +6,7 @@ trigger_causes = BIOCHIP_EMOTE_TRIGGER_UNINTENTIONAL | BIOCHIP_TRIGGER_DEATH_ANY implant_data = /datum/implant_fluff/sad_trombone implant_state = "implant-honk" + materials = list(MAT_BANANIUM = 500) /obj/item/bio_chip/sad_trombone/emote_trigger(emote, mob/source, force) activate(emote) diff --git a/code/game/objects/items/bio_chips/bio_chip_tracking.dm b/code/game/objects/items/bio_chips/bio_chip_tracking.dm index e67f5261cad..06f97ea11ba 100644 --- a/code/game/objects/items/bio_chips/bio_chip_tracking.dm +++ b/code/game/objects/items/bio_chips/bio_chip_tracking.dm @@ -3,6 +3,7 @@ desc = "Track with this." activated = BIOCHIP_ACTIVATED_PASSIVE origin_tech = "materials=2;magnets=2;programming=2;biotech=2" + materials = list(MAT_METAL = 500) implant_data = /datum/implant_fluff/tracking implant_state = "implant-nanotrasen" var/warn_cooldown = 0 diff --git a/code/game/objects/items/circuitboards/circuitboard.dm b/code/game/objects/items/circuitboards/circuitboard.dm index ffae08a6b95..f5b6cb5c3ea 100644 --- a/code/game/objects/items/circuitboards/circuitboard.dm +++ b/code/game/objects/items/circuitboards/circuitboard.dm @@ -6,7 +6,7 @@ inhand_icon_state = "electronic" origin_tech = "programming=2" w_class = WEIGHT_CLASS_SMALL - materials = list(MAT_GLASS=200) + materials = list(MAT_GLASS = 1000) usesound = 'sound/items/deconstruct.ogg' /// Use this instead of `name`. Formats as: `circuit board ([board_name])` var/board_name = null diff --git a/code/game/objects/items/clown_items.dm b/code/game/objects/items/clown_items.dm index d018ca716e7..88844a1f8cb 100644 --- a/code/game/objects/items/clown_items.dm +++ b/code/game/objects/items/clown_items.dm @@ -31,6 +31,7 @@ icon_state = "air_horn" origin_tech = "materials=4;engineering=4" honk_sounds = list('sound/items/airhorn2.ogg' = 1) + materials = list(MAT_METAL = 4000, MAT_BANANIUM = 1000) /obj/item/bikehorn/golden name = "golden bike horn" diff --git a/code/game/objects/items/crayons.dm b/code/game/objects/items/crayons.dm index 43283cb3fd3..92e6f8083e3 100644 --- a/code/game/objects/items/crayons.dm +++ b/code/game/objects/items/crayons.dm @@ -310,6 +310,7 @@ validSurfaces = list(/turf/simulated/floor,/turf/simulated/wall) dye_color = null // not technically a crayon, so we're not gonna have it dye stuff in the laundry machine consumable = FALSE // To stop you from eating spraycans. It's TOO SILLY! + materials = list(MAT_METAL = 100, MAT_GLASS = 100) /obj/item/toy/crayon/spraycan/Initialize(mapload) . = ..() diff --git a/code/game/objects/items/defib.dm b/code/game/objects/items/defib.dm index da597a1e644..67e8a0c3099 100644 --- a/code/game/objects/items/defib.dm +++ b/code/game/objects/items/defib.dm @@ -10,6 +10,7 @@ throwforce = 6 w_class = WEIGHT_CLASS_BULKY origin_tech = "biotech=4" + materials = list(MAT_METAL = 5000, MAT_GLASS = 2000, MAT_SILVER = 1000) actions_types = list(/datum/action/item_action/toggle_paddles) armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50) new_attack_chain = TRUE @@ -221,6 +222,7 @@ slot_flags = ITEM_SLOT_BELT flags_2 = ALLOW_BELT_NO_JUMPSUIT_2 origin_tech = "biotech=5" + materials = list(MAT_METAL = 10000, MAT_GLASS = 4000, MAT_SILVER = 2000) /obj/item/defibrillator/compact/loaded/Initialize(mapload) . = ..() diff --git a/code/game/objects/items/devices/aicard.dm b/code/game/objects/items/devices/aicard.dm index df957fb8b66..a9608b84a03 100644 --- a/code/game/objects/items/devices/aicard.dm +++ b/code/game/objects/items/devices/aicard.dm @@ -10,6 +10,7 @@ flags = NOBLUDGEON var/flush = null origin_tech = "programming=3;materials=3" + materials = list(MAT_GLASS = 1000, MAT_GOLD = 200) /obj/item/aicard/afterattack__legacy__attackchain(atom/target, mob/user, proximity) ..() diff --git a/code/game/objects/items/devices/autochef_remote.dm b/code/game/objects/items/devices/autochef_remote.dm index f0013828ada..c33cf4c93c9 100644 --- a/code/game/objects/items/devices/autochef_remote.dm +++ b/code/game/objects/items/devices/autochef_remote.dm @@ -5,6 +5,7 @@ RESTRICT_TYPE(/obj/item/autochef_remote) icon = 'icons/obj/cooking/misc.dmi' icon_state = "autochef_remote" w_class = WEIGHT_CLASS_SMALL + materials = list(MAT_METAL = 3000) new_attack_chain = TRUE var/list/linkable_machine_uids = list() diff --git a/code/game/objects/items/devices/flash.dm b/code/game/objects/items/devices/flash.dm index 3b3799c43a6..94f1028b672 100644 --- a/code/game/objects/items/devices/flash.dm +++ b/code/game/objects/items/devices/flash.dm @@ -8,7 +8,7 @@ w_class = WEIGHT_CLASS_TINY throw_speed = 3 flags = CONDUCT - materials = list(MAT_METAL = 300, MAT_GLASS = 300) + materials = list(MAT_METAL = 750, MAT_GLASS = 750) origin_tech = "magnets=2;combat=1" /// Is the flash burnt out? diff --git a/code/game/objects/items/devices/handheld_defib.dm b/code/game/objects/items/devices/handheld_defib.dm index ed5898cb8b2..c2f00dd68b0 100644 --- a/code/game/objects/items/devices/handheld_defib.dm +++ b/code/game/objects/items/devices/handheld_defib.dm @@ -5,6 +5,7 @@ icon_state = "defib-on" inhand_icon_state = "defib" belt_icon = "defib" + materials = list(MAT_METAL = 200, MAT_GLASS = 200) var/icon_base = "defib" ///Can the defib shock yet? diff --git a/code/game/objects/items/devices/healthanalyzer.dm b/code/game/objects/items/devices/healthanalyzer.dm index 01e5c33bf6c..3015eb43b6c 100644 --- a/code/game/objects/items/devices/healthanalyzer.dm +++ b/code/game/objects/items/devices/healthanalyzer.dm @@ -71,7 +71,7 @@ slot_flags = ITEM_SLOT_BELT w_class = WEIGHT_CLASS_SMALL throw_speed = 3 - materials = list(MAT_METAL=200) + materials = list(MAT_METAL = 500, MAT_GLASS = 50) origin_tech = "magnets=1;biotech=1" /// Can be SIMPLE_HEALTH_SCAN (damage is only shown as a single % value), or DETAILED_HEALTH_SCAN (shows the % value and also damage for every specific limb). var/mode = DETAILED_HEALTH_SCAN @@ -367,6 +367,7 @@ icon_state = "healthupgrade" w_class = WEIGHT_CLASS_TINY origin_tech = "magnets=2;biotech=2" + materials = list(MAT_METAL = 200, MAT_GLASS = 200) usesound = 'sound/items/deconstruct.ogg' #undef SIMPLE_HEALTH_SCAN diff --git a/code/game/objects/items/devices/lightreplacer.dm b/code/game/objects/items/devices/lightreplacer.dm index 763476a6935..4e021589763 100644 --- a/code/game/objects/items/devices/lightreplacer.dm +++ b/code/game/objects/items/devices/lightreplacer.dm @@ -44,6 +44,7 @@ slot_flags = ITEM_SLOT_BELT origin_tech = "magnets=3;engineering=4" force = 8 + materials = list(MAT_METAL = 1500, MAT_SILVER = 150, MAT_GLASS = 3000) var/max_uses = 20 var/uses = 10 /// How much to increase per each glass? @@ -250,6 +251,7 @@ desc = "A modified light replacer that zaps lights into place. Refill with broken or working light bulbs, or sheets of glass." icon_state = "lightreplacer_blue" bluespace_toggle = TRUE + materials = list(MAT_METAL = 1500, MAT_SILVER = 150, MAT_GLASS = 6000, MAT_BLUESPACE = 300) /obj/item/lightreplacer/bluespace/emag_act() return // long range explosions are stupid diff --git a/code/game/objects/items/devices/machineanalyzer.dm b/code/game/objects/items/devices/machineanalyzer.dm index 9f19c97f939..ebc4fec6a6d 100644 --- a/code/game/objects/items/devices/machineanalyzer.dm +++ b/code/game/objects/items/devices/machineanalyzer.dm @@ -10,6 +10,7 @@ throw_speed = 5 throw_range = 10 origin_tech = "magnets=1;biotech=1" + materials = list(MAT_METAL = 300, MAT_GLASS = 200) /obj/item/robotanalyzer/proc/handle_clumsy(mob/living/user) var/list/msgs = list() diff --git a/code/game/objects/items/devices/paicard.dm b/code/game/objects/items/devices/paicard.dm index 674f4c83742..de4090187af 100644 --- a/code/game/objects/items/devices/paicard.dm +++ b/code/game/objects/items/devices/paicard.dm @@ -8,6 +8,7 @@ w_class = WEIGHT_CLASS_SMALL slot_flags = ITEM_SLOT_BELT origin_tech = "programming=2" + materials = list(MAT_GLASS = 500, MAT_METAL = 500) var/request_cooldown = 5 // five seconds var/last_request var/obj/item/radio/radio diff --git a/code/game/objects/items/devices/radio/beacon.dm b/code/game/objects/items/devices/radio/beacon.dm index 24aeddc5542..7ced265c2f6 100644 --- a/code/game/objects/items/devices/radio/beacon.dm +++ b/code/game/objects/items/devices/radio/beacon.dm @@ -5,6 +5,7 @@ icon_state = "beacon" inhand_icon_state = "signaler" origin_tech = "bluespace=1" + materials = list(MAT_METAL = 300, MAT_GLASS = 200) flags = CONDUCT slot_flags = ITEM_SLOT_BELT throw_range = 9 diff --git a/code/game/objects/items/devices/radio/radio_objects.dm b/code/game/objects/items/devices/radio/radio_objects.dm index 1c32ddfa8e1..ba539dcd0e3 100644 --- a/code/game/objects/items/devices/radio/radio_objects.dm +++ b/code/game/objects/items/devices/radio/radio_objects.dm @@ -29,6 +29,7 @@ GLOBAL_LIST_EMPTY(deadsay_radio_systems) inhand_icon_state = "radio" dog_fashion = /datum/dog_fashion/back suffix = "\[3\]" + materials = list(MAT_METAL = 200, MAT_GLASS = 100) /// boolean for radio enabled or not var/on = TRUE var/last_transmission diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm index fe7347777c0..3f465ba9344 100644 --- a/code/game/objects/items/devices/scanners.dm +++ b/code/game/objects/items/devices/scanners.dm @@ -81,7 +81,7 @@ SLIME SCANNER slot_flags = ITEM_SLOT_BELT throw_speed = 4 throw_range = 20 - materials = list(MAT_METAL=300, MAT_GLASS=200) + materials = list(MAT_METAL = 300, MAT_GLASS = 200) origin_tech = "magnets=2;biotech=1;plasmatech=2" var/details = FALSE var/datatoprint = "" diff --git a/code/game/objects/items/devices/sensor_device.dm b/code/game/objects/items/devices/sensor_device.dm index 2f8301d9dcd..47efb6c6b5b 100644 --- a/code/game/objects/items/devices/sensor_device.dm +++ b/code/game/objects/items/devices/sensor_device.dm @@ -6,6 +6,7 @@ w_class = WEIGHT_CLASS_SMALL slot_flags = ITEM_SLOT_BELT origin_tech = "programming=3;materials=3;magnets=3" + materials = list(MAT_METAL = 300, MAT_GLASS = 200) var/datum/ui_module/crew_monitor/crew_monitor /obj/item/sensor_device/Initialize(mapload) diff --git a/code/game/objects/items/disks.dm b/code/game/objects/items/disks.dm index b0598c71094..69c9b4353bb 100644 --- a/code/game/objects/items/disks.dm +++ b/code/game/objects/items/disks.dm @@ -5,6 +5,7 @@ drop_sound = 'sound/items/handling/disk_drop.ogg' pickup_sound = 'sound/items/handling/disk_pickup.ogg' w_class = WEIGHT_CLASS_TINY + materials = list(MAT_METAL = 300, MAT_GLASS = 100) /obj/item/disk/data name = "Cloning Data Disk" diff --git a/code/game/objects/items/mountable_frames/frames.dm b/code/game/objects/items/mountable_frames/frames.dm index b79858409f6..cfa78e66cb4 100644 --- a/code/game/objects/items/mountable_frames/frames.dm +++ b/code/game/objects/items/mountable_frames/frames.dm @@ -2,6 +2,7 @@ name = "mountable frame" desc = "Place it on a wall." origin_tech = "materials=1;engineering=1" + materials = list(MAT_METAL = 6000, MAT_GLASS = 2000) usesound = 'sound/items/deconstruct.ogg' ///amount of metal sheets returned upon the frame being wrenched diff --git a/code/game/objects/items/mountable_frames/newscaster_frame.dm b/code/game/objects/items/mountable_frames/newscaster_frame.dm index 49eaa595546..167e48650fe 100644 --- a/code/game/objects/items/mountable_frames/newscaster_frame.dm +++ b/code/game/objects/items/mountable_frames/newscaster_frame.dm @@ -2,7 +2,6 @@ icon = 'icons/obj/status_display.dmi' icon_state = "frame" inhand_icon_state = "syringe_kit" - materials = list(MAT_METAL=6000, MAT_GLASS=2000) mount_requirements = MOUNTED_FRAME_SIMFLOOR | MOUNTED_FRAME_NOSPACE metal_sheets_refunded = 3 glass_sheets_refunded = 1 diff --git a/code/game/objects/items/robot/robot_parts.dm b/code/game/objects/items/robot/robot_parts.dm index 72d340e59d7..413554c23d0 100644 --- a/code/game/objects/items/robot/robot_parts.dm +++ b/code/game/objects/items/robot/robot_parts.dm @@ -37,30 +37,35 @@ desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case." icon_state = "l_arm" part = list("l_arm","l_hand") + materials = list(MAT_METAL = 10000) /obj/item/robot_parts/r_arm name = "right arm" desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case." icon_state = "r_arm" part = list("r_arm","r_hand") + materials = list(MAT_METAL = 10000) /obj/item/robot_parts/l_leg name = "left leg" desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case." icon_state = "l_leg" part = list("l_leg","l_foot") + materials = list(MAT_METAL = 10000) /obj/item/robot_parts/r_leg name = "right leg" desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case." icon_state = "r_leg" part = list("r_leg","r_foot") + materials = list(MAT_METAL = 10000) /obj/item/robot_parts/chest name = "torso" desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell." icon_state = "chest" part = list("groin","chest") + materials = list(MAT_METAL = 40000) var/wired = FALSE var/obj/item/stock_parts/cell/cell = null @@ -73,6 +78,7 @@ desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals." icon_state = "head" part = list("head") + materials = list(MAT_METAL = 5000) var/obj/item/flash/flash1 = null var/obj/item/flash/flash2 = null @@ -87,6 +93,7 @@ icon_state = "robo_suit" w_class = WEIGHT_CLASS_BULKY model_info = null + materials = list(MAT_METAL = 15000) var/obj/item/robot_parts/l_arm/l_arm = null var/obj/item/robot_parts/r_arm/r_arm = null var/obj/item/robot_parts/l_leg/l_leg = null diff --git a/code/game/objects/items/robot/robot_upgrades.dm b/code/game/objects/items/robot/robot_upgrades.dm index 75525e8562e..675edecf64f 100644 --- a/code/game/objects/items/robot/robot_upgrades.dm +++ b/code/game/objects/items/robot/robot_upgrades.dm @@ -7,6 +7,7 @@ icon = 'icons/obj/module.dmi' icon_state = "cyborg_upgrade" origin_tech = "programming=2" + materials = list(MAT_METAL = 10000) /// Whether or not the cyborg needs to have a chosen module before they can receive this upgrade. var/require_module = FALSE /// The type of module this upgrade is compatible with: Engineering, Medical, etc. @@ -118,6 +119,7 @@ desc = "Used to rename a cyborg." icon_state = "cyborg_upgrade1" delete_after_install = TRUE + materials = list(MAT_METAL = 35000) var/heldname = "default name" /obj/item/borg/upgrade/rename/attack_self__legacy__attackchain(mob/user) @@ -143,6 +145,7 @@ desc = "Used to force a reboot of a disabled-but-repaired cyborg, bringing it back online." icon_state = "cyborg_upgrade1" delete_after_install = TRUE + materials = list(MAT_METAL = 60000 , MAT_GLASS = 5000) /obj/item/borg/upgrade/restart/do_install(mob/living/silicon/robot/R) if(R.health < 0) @@ -166,6 +169,7 @@ desc = "A energy-operated thruster system for cyborgs." icon_state = "cyborg_upgrade3" origin_tech = "engineering=4;powerstorage=4" + materials = list(MAT_METAL = 10000, MAT_PLASMA = 5000, MAT_URANIUM = 6000) /obj/item/borg/upgrade/thrusters/do_install(mob/living/silicon/robot/R) R.ionpulse = TRUE @@ -176,6 +180,7 @@ desc = "This module will repair the cyborg over time." icon_state = "cyborg_upgrade5" require_module = TRUE + materials = list(MAT_METAL = 15000, MAT_GLASS = 15000) var/repair_amount = -1 var/repair_tick = 1 var/msg_cooldown = 0 @@ -264,6 +269,7 @@ icon_state = "cyborg_upgrade2" require_module = TRUE origin_tech = "engineering=4;materials=5;programming=4" + materials = list(MAT_METAL = 80000 , MAT_GLASS = 6000 , MAT_URANIUM = 5000) /obj/item/borg/upgrade/vtec/do_install(mob/living/silicon/robot/R) R.slowdown_cap = 3.5 @@ -304,6 +310,7 @@ desc = "A diamond drill replacement for the mining cyborg's standard drill." icon_state = "cyborg_upgrade3" origin_tech = "engineering=4;materials=5" + materials = list(MAT_METAL = 10000, MAT_GOLD = 250, MAT_URANIUM = 500) require_module = TRUE module_type = /obj/item/robot_module/miner items_to_replace = list( @@ -325,6 +332,7 @@ name = "mining cyborg lavaproof chassis" desc = "An upgrade kit to apply specialized coolant systems and insulation layers to a mining cyborg's chassis, enabling them to withstand exposure to molten rock." icon_state = "ash_plating" + materials = list(MAT_METAL = 10000, MAT_PLASMA = 4000, MAT_TITANIUM = 5000) resistance_flags = LAVA_PROOF | FIRE_PROOF require_module = TRUE module_type = /obj/item/robot_module/miner @@ -343,6 +351,7 @@ desc = "A modified Rapid Construction Device, able to pull energy directly from a cyborg's internal power cell." icon_state = "cyborg_upgrade5" origin_tech = "engineering=4;materials=5;powerstorage=4" + materials = list(MAT_METAL = 30000, MAT_GLASS = 15000) require_module = TRUE module_type = /obj/item/robot_module/engineering items_to_add = list(/obj/item/rcd/borg) @@ -357,6 +366,7 @@ name = "Rapid Part Exchange Device upgrade" desc = "A modified Rapid Part Exchange Device designed to be used by engineering robots." icon_state = "cyborg_upgrade5" + materials = list(MAT_METAL = 40000, MAT_GLASS = 15000) require_module = TRUE module_type = /obj/item/robot_module/engineering items_to_add = list(/obj/item/storage/part_replacer) @@ -371,6 +381,7 @@ icon = 'icons/obj/vehicles.dmi' icon_state = "upgrade" origin_tech = "materials=3;engineering=4" + materials = list(MAT_METAL = 9000, MAT_GLASS = 7600) require_module = TRUE module_type = /obj/item/robot_module/janitor /// How much speed the cyborg loses while the buffer is active @@ -404,6 +415,7 @@ icon_state = "cyborg_upgrade4" require_module = TRUE module_type = /obj/item/robot_module/janitor + materials = list(MAT_GOLD = 1500, MAT_URANIUM = 250, MAT_PLASMA = 1500) items_to_replace = list( /obj/item/storage/bag/trash/cyborg = /obj/item/storage/bag/trash/bluespace/cyborg ) @@ -417,6 +429,7 @@ desc = "An upgrade that replaces a service cyborg's Rapid Service Fabricator with a classy Executive version." icon_state = "cyborg_upgrade5" origin_tech = "biotech=2;materials=1" + materials = list(MAT_METAL = 10000, MAT_GLASS = 6000, MAT_GOLD = 2000) require_module = TRUE module_type = /obj/item/robot_module/butler items_to_add = list(/obj/item/kitchen/knife/cheese) @@ -432,6 +445,7 @@ icon = 'icons/obj/rollerbed.dmi' icon_state = "holo_retracted" origin_tech = "magnets=3;biotech=4;powerstorage=3" + materials = list(MAT_METAL = 1000, MAT_SILVER = 500, MAT_GLASS = 500, MAT_DIAMOND = 200) require_module = TRUE module_type = /obj/item/robot_module/medical items_to_replace = list(/obj/item/roller_holder = /obj/item/roller_holder/holo) @@ -445,6 +459,7 @@ desc = "Unlocks the hidden, deadlier functions of a cyborg." icon_state = "cyborg_upgrade3" origin_tech = "combat=6;materials=6" + materials = list(MAT_METAL = 10000, MAT_GLASS = 15000, MAT_DIAMOND = 10000) require_module = TRUE /obj/item/borg/upgrade/syndicate/do_install(mob/living/silicon/robot/R) @@ -460,6 +475,7 @@ icon_state = "cyborg_upgrade4" require_module = TRUE module_type = /obj/item/robot_module/janitor + materials = list(MAT_GOLD = 1250, MAT_PLASMA = 2500, MAT_SILVER = 1250) items_to_replace = list( /obj/item/soap/nanotrasen = /obj/item/soap/syndie ) @@ -473,6 +489,7 @@ desc = "An experimental upgrade that replaces an engineering cyborg's tools with the abductor versions." icon_state = "abductor_mod" origin_tech = "engineering=6;materials=6;abductor=3" + materials = list(MAT_METAL = 25000, MAT_SILVER = 12500, MAT_PLASMA = 5000, MAT_TITANIUM = 10000, MAT_DIAMOND = 10000) //Base abductor engineering tools * 4 require_module = TRUE module_type = /obj/item/robot_module/engineering items_to_replace = list( @@ -492,6 +509,7 @@ desc = "An experimental upgrade that replaces a medical cyborg's tools with the abductor versions." icon_state = "abductor_mod" origin_tech = "biotech=6;materials=6;abductor=2" + materials = list(MAT_METAL = 18000, MAT_GLASS = 1500, MAT_SILVER = 13000, MAT_GOLD = 1000, MAT_PLASMA = 4000, MAT_TITANIUM = 12000, MAT_DIAMOND = 1000) //Base abductor engineering tools *8 + IMS cost require_module = TRUE module_type = /obj/item/robot_module/medical items_to_replace = list( @@ -518,6 +536,7 @@ desc = "An experimental upgrade that replaces a janitorial cyborg's tools with the abductor versions." icon_state = "abductor_mod" origin_tech = "biotech=6;materials=6;abductor=2" + materials = list(MAT_METAL = 10000, MAT_SILVER = 7500, MAT_PLASMA = 2500, MAT_TITANIUM = 7500, MAT_DIAMOND = 5000) //Base abductor jani tools *5 require_module = TRUE module_type = /obj/item/robot_module/janitor items_to_replace = list( diff --git a/code/game/objects/items/stacks/medical_packs.dm b/code/game/objects/items/stacks/medical_packs.dm index c92d5782d17..337f3129e7e 100644 --- a/code/game/objects/items/stacks/medical_packs.dm +++ b/code/game/objects/items/stacks/medical_packs.dm @@ -598,6 +598,7 @@ attack_verb = list("poked", "pricked", "stabbed") hitsound = null w_class = WEIGHT_CLASS_TINY + materials = list(MAT_METAL = 200) /obj/item/suture_needle/examine(mob/user) . = ..() diff --git a/code/game/objects/items/stacks/nanopaste.dm b/code/game/objects/items/stacks/nanopaste.dm index 2f034ecb60c..17113d5023b 100644 --- a/code/game/objects/items/stacks/nanopaste.dm +++ b/code/game/objects/items/stacks/nanopaste.dm @@ -6,6 +6,7 @@ icon_state = "tube" w_class = WEIGHT_CLASS_TINY origin_tech = "materials=2;engineering=3" + materials = list(MAT_METAL = 1166, MAT_GLASS = 1166) amount = 6 max_amount = 6 merge_type = /obj/item/stack/nanopaste diff --git a/code/game/objects/items/stacks/rods.dm b/code/game/objects/items/stacks/rods.dm index 9d926147182..5ee50c734fc 100644 --- a/code/game/objects/items/stacks/rods.dm +++ b/code/game/objects/items/stacks/rods.dm @@ -30,7 +30,7 @@ GLOBAL_LIST_INIT(rod_recipes, list ( force = 9.0 throwforce = 10.0 throw_speed = 3 - materials = list(MAT_METAL=1000) + materials = list(MAT_METAL = 1000) attack_verb = list("hit", "bludgeoned", "whacked") hitsound = 'sound/weapons/grenadelaunch.ogg' usesound = 'sound/items/deconstruct.ogg' @@ -93,7 +93,7 @@ GLOBAL_LIST_INIT(rod_recipes, list ( desc = "Treated, specialized iron rods. When exposed to the vacuum of space their coating breaks off, but they can hold up against the extreme heat of molten liquids." singular_name = "heat resistant rod" color = "#5286b9ff" - materials = list(MAT_METAL = 1000, MAT_TITANIUM = 1000, MAT_PLASMA = 1000) + materials = list(MAT_METAL = 1000, MAT_PLASMA = 1000, MAT_TITANIUM = 1000) resistance_flags = FIRE_PROOF | LAVA_PROOF merge_type = /obj/item/stack/rods/lava diff --git a/code/game/objects/items/stacks/sheets/leather.dm b/code/game/objects/items/stacks/sheets/leather.dm index 255057129cb..9b746707b2a 100644 --- a/code/game/objects/items/stacks/sheets/leather.dm +++ b/code/game/objects/items/stacks/sheets/leather.dm @@ -238,6 +238,7 @@ GLOBAL_LIST_INIT(sinew_recipes, list ( singular_name = "armor plate" flags = NOBLUDGEON layer = MOB_LAYER + materials = list(MAT_METAL = 20000, MAT_TITANIUM = 5000) /obj/item/stack/sheet/animalhide/armor_plate/afterattack__legacy__attackchain(atom/target, mob/user, proximity_flag) if(!proximity_flag) diff --git a/code/game/objects/items/stacks/synthetic_skin.dm b/code/game/objects/items/stacks/synthetic_skin.dm index fa1864af240..bdb00783f29 100644 --- a/code/game/objects/items/stacks/synthetic_skin.dm +++ b/code/game/objects/items/stacks/synthetic_skin.dm @@ -7,6 +7,7 @@ singular_name = "skin plate" max_amount = 10 merge_type = /obj/item/stack/synthetic_skin + materials = list(MAT_METAL = 1000, MAT_GLASS = 500) var/skin_level = 1 /obj/item/stack/synthetic_skin/attack__legacy__attackchain(mob/living/M as mob, mob/user as mob) @@ -31,14 +32,15 @@ desc = "A sealed patch of synthetic skin. An improvement over the basic version, more water resistant and less prone to peeling off." icon_state = "skin_2" merge_type = /obj/item/stack/synthetic_skin/level_2 + materials = list(MAT_METAL = 2000, MAT_GLASS = 1000, MAT_TITANIUM = 250) singular_name = "skin patch" skin_level = 2 - /obj/item/stack/synthetic_skin/level_3 name = "level-3 synthetic skin foam" desc = "A nanite foam injector meeting the requirements of level-3 synthetic skin. The best one can buy, best used to hide major cybernetic alterations, for beauty or for infiltration." icon_state = "skin_3" merge_type = /obj/item/stack/synthetic_skin/level_3 + materials = list(MAT_METAL = 2500, MAT_GLASS = 2000, MAT_TITANIUM = 500, MAT_BLUESPACE = 250) singular_name = "nanite foam" skin_level = 3 diff --git a/code/game/objects/items/stock_parts.dm b/code/game/objects/items/stock_parts.dm index acc3457d98d..51ebe14abb4 100644 --- a/code/game/objects/items/stock_parts.dm +++ b/code/game/objects/items/stock_parts.dm @@ -21,6 +21,7 @@ max_w_class = WEIGHT_CLASS_NORMAL max_combined_w_class = 100 usesound = 'sound/items/rped.ogg' + materials = list(MAT_METAL = 10000, MAT_GLASS = 5000) var/works_from_distance = FALSE var/primary_sound = 'sound/items/rped.ogg' var/alt_sound = null @@ -83,6 +84,7 @@ alt_sound = 'sound/items/pshoom_2.ogg' usesound = 'sound/items/pshoom.ogg' toolspeed = 0.5 + materials = list(MAT_METAL = 15000, MAT_GLASS = 5000, MAT_SILVER = 2500) /obj/item/storage/part_replacer/bluespace/tier4/populate_contents() for(var/amount in 1 to 30) @@ -120,35 +122,35 @@ desc = "A basic capacitor used in the construction of a variety of devices." icon_state = "capacitor" origin_tech = "powerstorage=1" - materials = list(MAT_METAL=50, MAT_GLASS=50) + materials = list(MAT_METAL = 100, MAT_GLASS = 100) /obj/item/stock_parts/scanning_module name = "scanning module" desc = "A compact, high resolution scanning module used in the construction of certain devices." icon_state = "scan_module" origin_tech = "magnets=1" - materials = list(MAT_METAL=50, MAT_GLASS=20) + materials = list(MAT_METAL = 100, MAT_GLASS = 50) /obj/item/stock_parts/manipulator name = "micro-manipulator" desc = "A tiny little manipulator used in the construction of certain devices." icon_state = "micro_mani" origin_tech = "materials=1;programming=1" - materials = list(MAT_METAL=30) + materials = list(MAT_METAL = 100) /obj/item/stock_parts/micro_laser name = "micro-laser" desc = "A tiny laser used in certain devices." icon_state = "micro_laser" origin_tech = "magnets=1" - materials = list(MAT_METAL=10, MAT_GLASS=20) + materials = list(MAT_METAL = 100, MAT_GLASS = 50) /obj/item/stock_parts/matter_bin name = "matter bin" desc = "A container used to hold compressed matter awaiting re-construction." icon_state = "matter_bin" origin_tech = "materials=1" - materials = list(MAT_METAL=80) + materials = list(MAT_METAL = 100) //Rank 2 @@ -158,35 +160,35 @@ icon_state = "adv_capacitor" origin_tech = "powerstorage=3" rating = 2 - materials = list(MAT_METAL=50, MAT_GLASS=50) + materials = list(MAT_METAL = 150, MAT_GLASS = 150) /obj/item/stock_parts/scanning_module/adv name = "advanced scanning module" icon_state = "adv_scan_module" origin_tech = "magnets=3" rating = 2 - materials = list(MAT_METAL=50, MAT_GLASS=20) + materials = list(MAT_METAL = 150, MAT_GLASS = 100) /obj/item/stock_parts/manipulator/nano name = "nano-manipulator" icon_state = "nano_mani" origin_tech = "materials=3;programming=2" rating = 2 - materials = list(MAT_METAL=30) + materials = list(MAT_METAL = 150) /obj/item/stock_parts/micro_laser/high name = "high-power micro-laser" icon_state = "high_micro_laser" origin_tech = "magnets=3" rating = 2 - materials = list(MAT_METAL=10, MAT_GLASS=20) + materials = list(MAT_METAL = 150, MAT_GLASS = 100) /obj/item/stock_parts/matter_bin/adv name = "advanced matter bin" icon_state = "advanced_matter_bin" origin_tech = "materials=3" rating = 2 - materials = list(MAT_METAL=80) + materials = list(MAT_METAL = 150) //Rating 3 @@ -196,7 +198,7 @@ icon_state = "super_capacitor" origin_tech = "powerstorage=4;engineering=4" rating = 3 - materials = list(MAT_METAL=50, MAT_GLASS=50) + materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_GOLD = 100) /obj/item/stock_parts/scanning_module/phasic name = "phasic scanning module" @@ -204,28 +206,28 @@ icon_state = "super_scan_module" origin_tech = "magnets=4;engineering=4" rating = 3 - materials = list(MAT_METAL=50, MAT_GLASS=20) + materials = list(MAT_METAL = 200, MAT_GLASS = 150, MAT_SILVER = 60) /obj/item/stock_parts/manipulator/pico name = "pico-manipulator" icon_state = "pico_mani" origin_tech = "materials=4;programming=4;engineering=4" rating = 3 - materials = list(MAT_METAL=30) + materials = list(MAT_METAL = 200) /obj/item/stock_parts/micro_laser/ultra name = "ultra-high-power micro-laser" icon_state = "ultra_high_micro_laser" origin_tech = "magnets=4;engineering=4" rating = 3 - materials = list(MAT_METAL=10, MAT_GLASS=20) + materials = list(MAT_METAL = 200, MAT_GLASS = 150, MAT_URANIUM = 60) /obj/item/stock_parts/matter_bin/super name = "super matter bin" icon_state = "super_matter_bin" origin_tech = "materials=4;engineering=4" rating = 3 - materials = list(MAT_METAL=80) + materials = list(MAT_METAL = 200) //Rating 4 @@ -235,7 +237,7 @@ icon_state = "quadratic_capacitor" origin_tech = "powerstorage=5;materials=4;engineering=4" rating = 4 - materials = list(MAT_METAL=50, MAT_GLASS=50) + materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_GOLD = 100, MAT_DIAMOND = 100) /obj/item/stock_parts/scanning_module/triphasic name = "triphasic scanning module" @@ -243,25 +245,25 @@ icon_state = "triphasic_scan_module" origin_tech = "magnets=5;materials=4;engineering=4" rating = 4 - materials = list(MAT_METAL=50, MAT_GLASS=20) + materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_DIAMOND = 30, MAT_BLUESPACE = 30) /obj/item/stock_parts/manipulator/femto name = "femto-manipulator" icon_state = "femto_mani" origin_tech = "materials=6;programming=4;engineering=4" rating = 4 - materials = list(MAT_METAL=30) + materials = list(MAT_METAL = 200, MAT_DIAMOND = 30, MAT_TITANIUM = 30) /obj/item/stock_parts/micro_laser/quadultra name = "quad-ultra micro-laser" icon_state = "quadultra_micro_laser" origin_tech = "magnets=5;materials=4;engineering=4" rating = 4 - materials = list(MAT_METAL=10, MAT_GLASS=20) + materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_URANIUM = 100, MAT_DIAMOND = 60) /obj/item/stock_parts/matter_bin/bluespace name = "bluespace matter bin" icon_state = "bluespace_matter_bin" origin_tech = "materials=6;programming=4;engineering=4" rating = 4 - materials = list(MAT_METAL=80) + materials = list(MAT_METAL = 250, MAT_DIAMOND = 100, MAT_BLUESPACE = 100) diff --git a/code/game/objects/items/tanks/tank_types.dm b/code/game/objects/items/tanks/tank_types.dm index 2011ec7db75..10bf915fb29 100644 --- a/code/game/objects/items/tanks/tank_types.dm +++ b/code/game/objects/items/tanks/tank_types.dm @@ -17,6 +17,7 @@ icon_state = "generic" distribute_pressure = TANK_DEFAULT_RELEASE_PRESSURE force = 10 + materials = list(MAT_METAL = 3000, MAT_GLASS = 500) /obj/item/tank/internals/oxygen name = "oxygen tank" @@ -133,6 +134,7 @@ w_class = WEIGHT_CLASS_SMALL force = 4 volume = 1 // Roughly 4m 15s of air + materials = list(MAT_METAL = 500, MAT_GLASS = 100) /obj/item/tank/internals/emergency_oxygen/populate_gas() air_contents.set_oxygen((10 * ONE_ATMOSPHERE) * volume / (R_IDEAL_GAS_EQUATION * T20C)) @@ -144,6 +146,7 @@ name = "extended-capacity emergency oxygen tank" icon_state = "emergency_engi" volume = 3 // Lasts 12m 45s + materials = list(MAT_METAL = 800, MAT_GLASS = 100) /obj/item/tank/internals/emergency_oxygen/engi/empty/populate_gas() return @@ -158,6 +161,7 @@ name = "double emergency oxygen tank" icon_state = "emergency_double" volume = 6 // Lasts 25m 30s + materials = list(MAT_METAL = 1500, MAT_GLASS = 200) /obj/item/tank/internals/emergency_oxygen/double/empty/populate_gas() return diff --git a/code/game/objects/items/tools/crowbar.dm b/code/game/objects/items/tools/crowbar.dm index f748c734bb2..33d781e19d5 100644 --- a/code/game/objects/items/tools/crowbar.dm +++ b/code/game/objects/items/tools/crowbar.dm @@ -113,11 +113,12 @@ icon_state = "jaws_pry" inhand_icon_state = "jawsoflife" belt_icon = "jaws" - materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25) + materials = list(MAT_METAL = 4500, MAT_SILVER = 2500, MAT_TITANIUM = 3500) origin_tech = "materials=2;engineering=2" usesound = 'sound/items/jaws_pry.ogg' force = 15 toolspeed = 0.25 + materials = list(MAT_METAL = 4500, MAT_SILVER = 2500, MAT_TITANIUM = 3500) var/airlock_open_time = 100 // Time required to open powered airlocks /obj/item/crowbar/power/Initialize(mapload) diff --git a/code/game/objects/items/tools/hammer.dm b/code/game/objects/items/tools/hammer.dm index fadb2180e55..169b545c4b6 100644 --- a/code/game/objects/items/tools/hammer.dm +++ b/code/game/objects/items/tools/hammer.dm @@ -9,7 +9,7 @@ slot_flags = ITEM_SLOT_BELT force = 10 throwforce = 7 - materials = list(MAT_METAL = 300) + materials = list(MAT_METAL = 500) origin_tech = "engineering=1;combat=1" attack_verb = list("attacked", "hammered", "smashed", "bludgeoned", "whacked") diff --git a/code/game/objects/items/tools/screwdriver.dm b/code/game/objects/items/tools/screwdriver.dm index 481503e7892..e57a7d6aa89 100644 --- a/code/game/objects/items/tools/screwdriver.dm +++ b/code/game/objects/items/tools/screwdriver.dm @@ -99,7 +99,7 @@ icon_state = "drill_screw" inhand_icon_state = "drill" belt_icon = "hand_drill" - materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25) + materials = list(MAT_METAL = 3500, MAT_SILVER = 1500, MAT_TITANIUM = 2500) origin_tech = "materials=2;engineering=2" //done for balance reasons, making them high value for research, but harder to get force = 8 //might or might not be too high, subject to change throwforce = 8 diff --git a/code/game/objects/items/tools/welder.dm b/code/game/objects/items/tools/welder.dm index 76203010d39..27e059d9090 100644 --- a/code/game/objects/items/tools/welder.dm +++ b/code/game/objects/items/tools/welder.dm @@ -277,6 +277,7 @@ maximum_fuel = 40 toolspeed = 0.75 light_intensity = 1 + materials = list(MAT_METAL = 400, MAT_GLASS = 300) /obj/item/weldingtool/research/suicide_act(mob/living/user) @@ -315,7 +316,7 @@ inhand_icon_state = "upindwelder" belt_icon = "welder_upg" maximum_fuel = 80 - materials = list(MAT_METAL=70, MAT_GLASS=120) + materials = list(MAT_METAL = 800, MAT_GLASS = 500) origin_tech = "engineering=3;plasmatech=2" /obj/item/weldingtool/hugetank/empty @@ -328,7 +329,7 @@ inhand_icon_state = "exwelder" belt_icon = "welder_exp" maximum_fuel = 40 - materials = list(MAT_METAL=70, MAT_GLASS=120) + materials = list(MAT_METAL = 1000, MAT_GLASS = 500, MAT_PLASMA = 1500, MAT_URANIUM = 200) origin_tech = "materials=4;engineering=4;bluespace=3;plasmatech=4" light_intensity = 1 toolspeed = 0.5 diff --git a/code/game/objects/items/tools/wirecutters.dm b/code/game/objects/items/tools/wirecutters.dm index 8a97e9b86b0..237dea8a4cc 100644 --- a/code/game/objects/items/tools/wirecutters.dm +++ b/code/game/objects/items/tools/wirecutters.dm @@ -118,7 +118,7 @@ inhand_icon_state = "jawsoflife" belt_icon = "jaws" origin_tech = "materials=2;engineering=2" - materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25) + materials = list(MAT_METAL = 4500, MAT_SILVER = 2500, MAT_TITANIUM = 3500) usesound = 'sound/items/jaws_cut.ogg' toolspeed = 0.25 w_class = WEIGHT_CLASS_NORMAL diff --git a/code/game/objects/items/tools/wrench.dm b/code/game/objects/items/tools/wrench.dm index a69f73fde88..9c290272f8c 100644 --- a/code/game/objects/items/tools/wrench.dm +++ b/code/game/objects/items/tools/wrench.dm @@ -68,7 +68,7 @@ inhand_icon_state = "drill" belt_icon = "hand_drill" usesound = 'sound/items/impactwrench.ogg' // Sourced from freesfx.co.uk - materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25) + materials = list(MAT_METAL = 3500, MAT_SILVER = 1500, MAT_TITANIUM = 2500) origin_tech = "materials=2;engineering=2" force = 8 throwforce = 8 @@ -156,5 +156,6 @@ desc = "A large wrench designed to interlock with an airlock's bolting mechanisms, allowing it to lift the bolts regardless of power." icon_state = "bolter_wrench" origin_tech = "materials=5;engineering=4" + materials = list(MAT_METAL = 5000, MAT_TITANIUM = 3000) w_class = WEIGHT_CLASS_NORMAL toolspeed = 2.5 diff --git a/code/game/objects/items/weapons/chemical_flamethrower/chemical_flamethrower.dm b/code/game/objects/items/weapons/chemical_flamethrower/chemical_flamethrower.dm index 8db1eb4c288..3c589b1ad02 100644 --- a/code/game/objects/items/weapons/chemical_flamethrower/chemical_flamethrower.dm +++ b/code/game/objects/items/weapons/chemical_flamethrower/chemical_flamethrower.dm @@ -218,6 +218,7 @@ icon = 'icons/obj/chemical_flamethrower.dmi' icon_state = "normal" container_type = REFILLABLE + materials = list(MAT_METAL = 5000) /// How much ammo do we have? Empty at 0. var/ammo = 100 /// Which reagent IDs do we accept @@ -301,6 +302,7 @@ icon_state = "extended" ammo = 200 required_volume = 20 // Bigger canister? More reagents needed. + materials = list(MAT_METAL = 10000) /obj/item/chemical_canister/extended/nuclear name = "\improper Syndicate chemical canister" @@ -319,3 +321,4 @@ icon_state = "pyro" ammo = 150 accepted_chemicals = list("phlogiston", "phlogiston_dust", "napalm", "fuel", "thermite", "clf3", "plasma") + materials = list(MAT_METAL = 7500) diff --git a/code/game/objects/items/weapons/grenades/atmosgrenade.dm b/code/game/objects/items/weapons/grenades/atmosgrenade.dm index d0275dac8bd..f22a516c4a0 100644 --- a/code/game/objects/items/weapons/grenades/atmosgrenade.dm +++ b/code/game/objects/items/weapons/grenades/atmosgrenade.dm @@ -3,6 +3,7 @@ desc = "A compressed plasma grenade, used to start horrific plasma fires." icon_state = "syndicate" origin_tech = "materials=3;magnets=4;syndicate=3" + materials = list(MAT_METAL = 3000, MAT_GLASS = 500) var/spawn_contents = LINDA_SPAWN_HEAT | LINDA_SPAWN_TOXINS var/spawn_amount = 100 diff --git a/code/game/objects/items/weapons/grenades/chem_grenade.dm b/code/game/objects/items/weapons/grenades/chem_grenade.dm index 2ac2b408f1f..352bf757c7e 100644 --- a/code/game/objects/items/weapons/grenades/chem_grenade.dm +++ b/code/game/objects/items/weapons/grenades/chem_grenade.dm @@ -6,6 +6,7 @@ name = "grenade casing" desc = "A do it yourself grenade casing!" icon_state = "chemg" + materials = list(MAT_METAL = 2000) var/bomb_state = "chembomb" var/payload_name = null // used for spawned grenades force = 2 @@ -339,6 +340,7 @@ allowed_containers = list(/obj/item/reagent_containers/glass,/obj/item/reagent_containers/condiment, /obj/item/reagent_containers/drinks) origin_tech = "combat=3;engineering=3" + materials = list(MAT_METAL = 3000) affected_area = 5 ignition_temp = 25 // Large grenades are slightly more effective at setting off heat-sensitive mixtures than smaller grenades. threatscale = 1.1 // 10% more effective. @@ -385,6 +387,7 @@ icon_state = "cryog" affected_area = 2 ignition_temp = -100 + materials = list(MAT_METAL = 2000, MAT_SILVER = 500) /// Intended for pyrotechnical mixes. Produces a small fire upon detonation, igniting potentially flammable mixtures. /obj/item/grenade/chem_grenade/pyro @@ -392,6 +395,7 @@ desc = "A custom made pyrotechnical grenade. It heats up and ignites its contents upon detonation." icon_state = "pyrog" origin_tech = "combat=4;engineering=4" + materials = list(MAT_METAL = 2000, MAT_PLASMA = 500) ignition_temp = 500 // This is enough to expose a hotspot. /// Intended for weaker, but longer lasting effects. Could have some interesting uses. @@ -400,6 +404,7 @@ desc = "A custom made advanced release grenade. It is able to be detonated more than once. Can be configured using a multitool." icon_state = "timeg" origin_tech = "combat=3;engineering=4" + materials = list(MAT_METAL = 3000, MAT_GLASS = 500) var/unit_spread = 10 // Amount of units per repeat. Can be altered with a multitool. /obj/item/grenade/chem_grenade/adv_release/multitool_act(mob/user, obj/item/I) diff --git a/code/game/objects/items/weapons/holosign_projector.dm b/code/game/objects/items/weapons/holosign_projector.dm index 2a6f7683776..68f4d20a79c 100644 --- a/code/game/objects/items/weapons/holosign_projector.dm +++ b/code/game/objects/items/weapons/holosign_projector.dm @@ -8,6 +8,7 @@ w_class = WEIGHT_CLASS_SMALL throw_speed = 3 origin_tech = "magnets=1;programming=3" + materials = list(MAT_METAL = 2000, MAT_GLASS = 1000) flags = NOBLUDGEON var/list/signs = list() var/max_signs = 6 diff --git a/code/game/objects/items/weapons/kitchen.dm b/code/game/objects/items/weapons/kitchen.dm index acaefd16ddf..3b963be0bf4 100644 --- a/code/game/objects/items/weapons/kitchen.dm +++ b/code/game/objects/items/weapons/kitchen.dm @@ -34,6 +34,7 @@ attack_verb = list("attacked", "stabbed", "poked") hitsound = 'sound/weapons/bladeslice.ogg' armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 30) + materials = list(MAT_METAL = 100) var/max_contents = 1 /obj/item/kitchen/utensil/Initialize(mapload) diff --git a/code/game/objects/items/weapons/misc_items.dm b/code/game/objects/items/weapons/misc_items.dm index c6d1a378d0f..f51407438a3 100644 --- a/code/game/objects/items/weapons/misc_items.dm +++ b/code/game/objects/items/weapons/misc_items.dm @@ -94,7 +94,7 @@ force = 5 throwforce = 7 w_class = WEIGHT_CLASS_BULKY - materials = list(MAT_METAL = 500) + materials = list(MAT_METAL = 1000, MAT_TITANIUM = 500) attack_verb = list("bludgeoned", "whacked", "cracked") /// Is the secret compartment open? var/is_open = FALSE diff --git a/code/game/objects/items/weapons/mop.dm b/code/game/objects/items/weapons/mop.dm index 3547f13e148..0a48106c1a0 100644 --- a/code/game/objects/items/weapons/mop.dm +++ b/code/game/objects/items/weapons/mop.dm @@ -98,6 +98,7 @@ mopcap = 10 icon_state = "advmop" origin_tech = "materials=3;engineering=3" + materials = list(MAT_METAL = 2500, MAT_GLASS = 200) force = 6 throwforce = 8 throw_range = 4 diff --git a/code/game/objects/items/weapons/shields.dm b/code/game/objects/items/weapons/shields.dm index fbc93503439..f6266d900ba 100644 --- a/code/game/objects/items/weapons/shields.dm +++ b/code/game/objects/items/weapons/shields.dm @@ -146,7 +146,7 @@ throw_speed = 3 throw_range = 4 w_class = WEIGHT_CLASS_NORMAL - materials = list(MAT_GLASS = 4000, MAT_METAL = 1000) + materials = list(MAT_METAL = 4000, MAT_GLASS = 4000, MAT_SILVER = 300, MAT_TITANIUM = 200) /obj/item/shield/riot/tele/add_parry_component() AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.7, _parryable_attack_types = ALL_ATTACK_TYPES, _parry_cooldown = (5 / 3) SECONDS, _requires_activation = TRUE) diff --git a/code/game/objects/items/weapons/storage/bags.dm b/code/game/objects/items/weapons/storage/bags.dm index 7691cc7eca7..e5dd614f788 100644 --- a/code/game/objects/items/weapons/storage/bags.dm +++ b/code/game/objects/items/weapons/storage/bags.dm @@ -228,6 +228,7 @@ storage_slots = INFINITY max_combined_w_class = INFINITY origin_tech = "bluespace=4;materials=3;engineering=3" + materials = list(MAT_GOLD = 250, MAT_URANIUM = 500) icon_state = "satchel_bspace" /obj/item/storage/bag/ore/cyborg/holding @@ -265,6 +266,7 @@ desc = "For the enterprising botanist on the go. Less efficient than the stationary model, it creates one seed per plant." icon_state = "portaseeder" origin_tech = "biotech=3;engineering=2" + materials = list(MAT_METAL = 1000, MAT_GLASS = 400) /obj/item/storage/bag/plants/portaseeder/Initialize(mapload) . = ..() @@ -367,7 +369,7 @@ w_class = WEIGHT_CLASS_BULKY flags = CONDUCT slot_flags = null - materials = list(MAT_METAL=3000) + materials = list(MAT_METAL = 3000) can_hold = list( /obj/item/food, /obj/item/reagent_containers/drinks, diff --git a/code/game/objects/items/weapons/storage/belt.dm b/code/game/objects/items/weapons/storage/belt.dm index 50685076608..30149f2fc53 100644 --- a/code/game/objects/items/weapons/storage/belt.dm +++ b/code/game/objects/items/weapons/storage/belt.dm @@ -870,6 +870,7 @@ w_class = WEIGHT_CLASS_BULKY max_combined_w_class = 21 // = 14 * 1.5, not 14 * 2. This is deliberate origin_tech = "bluespace=5;materials=4;engineering=4;plasmatech=5" + materials = list(MAT_GOLD = 1500, MAT_DIAMOND = 3000, MAT_URANIUM = 1000) can_hold = list() large = TRUE w_class_override = list( diff --git a/code/game/objects/items/weapons/twohanded.dm b/code/game/objects/items/weapons/twohanded.dm index bdd2818b40c..3601a3ca0dc 100644 --- a/code/game/objects/items/weapons/twohanded.dm +++ b/code/game/objects/items/weapons/twohanded.dm @@ -691,6 +691,7 @@ can_be_cut = FALSE actions_types = list(/datum/action/item_action/toggle) dyeable = FALSE + materials = list(MAT_METAL = 10000, MAT_GLASS = 5000, MAT_SILVER = 4000, MAT_TITANIUM = 4000, MAT_PLASMA = 8000) var/on_cooldown = FALSE var/obj/item/assembly/signaler/anomaly/pyro/core var/next_spark_time diff --git a/code/game/objects/items/weapons/weaponry.dm b/code/game/objects/items/weapons/weaponry.dm index 2eced9e4e51..1102d284349 100644 --- a/code/game/objects/items/weapons/weaponry.dm +++ b/code/game/objects/items/weapons/weaponry.dm @@ -191,7 +191,7 @@ throwforce = 12 attack_verb = list("beat", "smacked") w_class = WEIGHT_CLASS_HUGE - materials = list(MAT_WOOD = 5000) + materials = list(MAT_WOOD = 10000) COOLDOWN_DECLARE(last_deflect) var/deflect_cooldown = 5 MINUTES COOLDOWN_DECLARE(next_throw_time) diff --git a/code/game/objects/mail.dm b/code/game/objects/mail.dm index 580ed364de9..44c85c65f20 100644 --- a/code/game/objects/mail.dm +++ b/code/game/objects/mail.dm @@ -237,6 +237,7 @@ slot_flags = ITEM_SLOT_BELT w_class = WEIGHT_CLASS_SMALL origin_tech = "magnets=1" + materials = list(MAT_METAL = 1500, MAT_GLASS = 500) /// The reference to the envelope that is currently stored in the mail scanner. It will be cleared upon confirming a correct delivery var/obj/item/envelope/saved /// How far away can the scanner scan mail or people diff --git a/code/game/objects/structures/mirror.dm b/code/game/objects/structures/mirror.dm index 22f0bbe402c..bfc9f8ddc40 100644 --- a/code/game/objects/structures/mirror.dm +++ b/code/game/objects/structures/mirror.dm @@ -125,6 +125,7 @@ desc = "Some reflective glass ready to be hung on a wall. Don't break it!" icon = 'icons/obj/watercloset.dmi' icon_state = "mirror" + materials = list(MAT_GLASS = 2500) /obj/item/mounted/mirror/do_build(turf/on_wall, mob/user) var/obj/structure/mirror/M = new /obj/structure/mirror(get_turf(user), get_dir(on_wall, user), 1) diff --git a/code/game/objects/structures/safe.dm b/code/game/objects/structures/safe.dm index 6804d6cb38b..0d02e544d5d 100644 --- a/code/game/objects/structures/safe.dm +++ b/code/game/objects/structures/safe.dm @@ -459,6 +459,7 @@ GLOBAL_LIST_EMPTY(safes) name = "safe internals" desc = "The mechanism and locking bolts for a Scarborough Arms - 2 tumbler safe." icon_state = "safe_internals" + materials = list(MAT_METAL = 1000) /** * # Safe Codes diff --git a/code/game/objects/structures/stool_bed_chair_nest/bed.dm b/code/game/objects/structures/stool_bed_chair_nest/bed.dm index 1158f3ffe88..a59aeecdfe7 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/bed.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/bed.dm @@ -238,8 +238,8 @@ desc = "A retracted hardlight stretcher that can be carried around." icon_state = "holo_retracted" w_class = WEIGHT_CLASS_SMALL - materials = list(MAT_METAL = 1000) origin_tech = "magnets=3;biotech=4;powerstorage=3" + materials = list(MAT_METAL = 1000, MAT_SILVER = 500, MAT_GLASS = 500, MAT_DIAMOND = 200) extended = /obj/structure/bed/roller/holo /obj/structure/bed/roller/MouseDrop(over_object, src_location, over_location) diff --git a/code/modules/assembly/health.dm b/code/modules/assembly/health.dm index a7ac581dc3f..6fb5a047010 100644 --- a/code/modules/assembly/health.dm +++ b/code/modules/assembly/health.dm @@ -5,7 +5,7 @@ name = "health sensor" desc = "Used for scanning and monitoring health." icon_state = "health" - materials = list(MAT_METAL=800, MAT_GLASS=200) + materials = list(MAT_METAL = 800, MAT_GLASS = 200) origin_tech = "magnets=1;biotech=1" /// Are we scanning our user's health? diff --git a/code/modules/assembly/igniter.dm b/code/modules/assembly/igniter.dm index abbd6fba6b3..bc37c9e247f 100644 --- a/code/modules/assembly/igniter.dm +++ b/code/modules/assembly/igniter.dm @@ -2,7 +2,7 @@ name = "igniter" desc = "A small electronic device able to ignite combustible substances." icon_state = "igniter" - materials = list(MAT_METAL=500, MAT_GLASS=50) + materials = list(MAT_METAL = 500, MAT_GLASS = 50) origin_tech = "magnets=1" var/datum/effect_system/spark_spread/sparks diff --git a/code/modules/assembly/infrared.dm b/code/modules/assembly/infrared.dm index 7c9440f043d..8d24b49f823 100644 --- a/code/modules/assembly/infrared.dm +++ b/code/modules/assembly/infrared.dm @@ -2,7 +2,7 @@ name = "infrared emitter" desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted." icon_state = "infrared" - materials = list(MAT_METAL=1000, MAT_GLASS=500) + materials = list(MAT_METAL = 1000, MAT_GLASS = 500) origin_tech = "magnets=2;materials=2" bomb_name = "tripwire mine" diff --git a/code/modules/assembly/mousetrap.dm b/code/modules/assembly/mousetrap.dm index 5dc7d0a8435..f92deaa126b 100644 --- a/code/modules/assembly/mousetrap.dm +++ b/code/modules/assembly/mousetrap.dm @@ -3,7 +3,7 @@ desc = "A handy little spring-loaded trap for catching pesty rodents." icon_state = "mousetrap" inhand_icon_state = "mousetrap" - materials = list(MAT_METAL=100) + materials = list(MAT_METAL = 800, MAT_GLASS = 200) origin_tech = "combat=1;materials=2;engineering=1" var/armed = FALSE diff --git a/code/modules/assembly/timer.dm b/code/modules/assembly/timer.dm index 02561c05ee0..95464ca6483 100644 --- a/code/modules/assembly/timer.dm +++ b/code/modules/assembly/timer.dm @@ -2,7 +2,7 @@ name = "timer" desc = "Used to time things. Works well with contraptions which has to count down. Tick tock." icon_state = "timer" - materials = list(MAT_METAL=500, MAT_GLASS=50) + materials = list(MAT_METAL = 500, MAT_GLASS = 50) secured = FALSE diff --git a/code/modules/awaymissions/mission_code/ghost_role_spawners/golems.dm b/code/modules/awaymissions/mission_code/ghost_role_spawners/golems.dm index 080c70420da..b05484d50b0 100644 --- a/code/modules/awaymissions/mission_code/ghost_role_spawners/golems.dm +++ b/code/modules/awaymissions/mission_code/ghost_role_spawners/golems.dm @@ -8,6 +8,7 @@ desc = "The incomplete body of a golem. Add ten sheets of any mineral to finish." var/shell_type = /obj/effect/mob_spawn/human/alive/golem w_class = WEIGHT_CLASS_BULKY + materials = list(MAT_METAL = 40000) /obj/item/golem_shell/servant name = "incomplete servant golem shell" diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm index 7805be57054..36dd77e38b8 100644 --- a/code/modules/clothing/clothing.dm +++ b/code/modules/clothing/clothing.dm @@ -175,7 +175,7 @@ inhand_icon_state = "glasses" flags_cover = GLASSESCOVERSEYES slot_flags = ITEM_SLOT_EYES - materials = list(MAT_GLASS = 250) + materials = list(MAT_METAL = 100, MAT_GLASS = 250) strip_delay = 2 SECONDS put_on_delay = 2.5 SECONDS resistance_flags = NONE diff --git a/code/modules/clothing/ears/earmuffs.dm b/code/modules/clothing/ears/earmuffs.dm index e679738f981..7f345475022 100644 --- a/code/modules/clothing/ears/earmuffs.dm +++ b/code/modules/clothing/ears/earmuffs.dm @@ -6,6 +6,7 @@ strip_delay = 15 put_on_delay = 25 resistance_flags = FLAMMABLE + materials = list(MAT_METAL = 500, MAT_GLASS = 500) /obj/item/clothing/ears/earmuffs/Initialize(mapload) . = ..() diff --git a/code/modules/clothing/glasses/engine_goggles.dm b/code/modules/clothing/glasses/engine_goggles.dm index 4327fd71032..9b60a4525ec 100644 --- a/code/modules/clothing/glasses/engine_goggles.dm +++ b/code/modules/clothing/glasses/engine_goggles.dm @@ -13,6 +13,7 @@ inhand_icon_state = null actions_types = list(/datum/action/item_action/toggle_mode) origin_tech = "materials=3;magnets=3;engineering=3;plasmatech=3" + materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_PLASMA = 100) active_on_equip = FALSE var/active_on_equip_rad = FALSE @@ -119,6 +120,7 @@ desc = "Used by atmospherics techs to visualize pressure, see station structure, and see underfloor objects such as cables and pipes." range = 2 origin_tech = "materials=3;magnets=2;engineering=2" + materials = list(MAT_METAL = 500, MAT_GLASS = 500) modes = list(MODE_NONE = MODE_PRESSURE, MODE_PRESSURE = MODE_MESON, MODE_MESON = MODE_TRAY, MODE_TRAY = MODE_NONE) #undef MODE_NONE diff --git a/code/modules/clothing/glasses/glasses.dm b/code/modules/clothing/glasses/glasses.dm index f6b866cd951..3421184ce1b 100644 --- a/code/modules/clothing/glasses/glasses.dm +++ b/code/modules/clothing/glasses/glasses.dm @@ -109,6 +109,7 @@ origin_tech = "magnets=4;engineering=5;plasmatech=4" see_in_dark = 8 lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE + materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_PLASMA = 350, MAT_URANIUM = 1000) /obj/item/clothing/glasses/meson/sunglasses name = "meson HUD sunglasses" @@ -147,6 +148,7 @@ desc = "A pair of snazzy goggles used to protect against chemical spills. Fitted with an analyzer for scanning items and reagents." icon_state = "science" origin_tech = "magnets=2;engineering=1" + materials = list(MAT_METAL = 500, MAT_GLASS = 500) prescription_upgradable = TRUE scan_reagents = TRUE // You can see reagents while wearing science goggles resistance_flags = ACID_PROOF @@ -180,6 +182,7 @@ see_in_dark = 8 prescription_upgradable = TRUE lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE //don't render darkness while wearing these + materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_PLASMA = 350, MAT_URANIUM = 1000) /obj/item/clothing/glasses/night/syndicate_fake name = "suspicious night vision goggles" diff --git a/code/modules/clothing/glasses/hudglasses.dm b/code/modules/clothing/glasses/hudglasses.dm index 95863fe5d65..1b966bb8ca7 100644 --- a/code/modules/clothing/glasses/hudglasses.dm +++ b/code/modules/clothing/glasses/hudglasses.dm @@ -10,6 +10,7 @@ var/hud_access_override = FALSE /// Used for debug huds at examine.dm, gives us all rights for records var/hud_debug = FALSE + materials = list(MAT_METAL = 500, MAT_GLASS = 500) /obj/item/clothing/glasses/hud/Initialize(mapload) . = ..() diff --git a/code/modules/clothing/head/misc_special.dm b/code/modules/clothing/head/misc_special.dm index 7fc515345e6..1eaaf40e5ee 100644 --- a/code/modules/clothing/head/misc_special.dm +++ b/code/modules/clothing/head/misc_special.dm @@ -16,7 +16,7 @@ desc = "A head-mounted face cover designed to protect the wearer completely from space-arc eye." icon_state = "welding" flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH - materials = list(MAT_METAL=1750, MAT_GLASS=400) + materials = list(MAT_METAL = 1750, MAT_GLASS = 400) flash_protect = FLASH_PROTECTION_WELDER tint = FLASH_PROTECTION_WELDER can_toggle = TRUE diff --git a/code/modules/clothing/masks/breath.dm b/code/modules/clothing/masks/breath.dm index 1f9168c8dcd..775717a0305 100644 --- a/code/modules/clothing/masks/breath.dm +++ b/code/modules/clothing/masks/breath.dm @@ -9,6 +9,7 @@ permeability_coefficient = 0.50 actions_types = list(/datum/action/item_action/adjust) resistance_flags = NONE + materials = list(MAT_METAL = 300, MAT_GLASS = 200) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/mask.dmi', "Unathi" = 'icons/mob/clothing/species/unathi/mask.dmi', diff --git a/code/modules/clothing/masks/misc_masks.dm b/code/modules/clothing/masks/misc_masks.dm index 0a9edf87642..7e522b48bcd 100644 --- a/code/modules/clothing/masks/misc_masks.dm +++ b/code/modules/clothing/masks/misc_masks.dm @@ -90,7 +90,7 @@ icon_state = "muzzle_secure" mute = MUZZLE_MUTE_NONE security_lock = TRUE - materials = list(MAT_METAL=500, MAT_GLASS=50) + materials = list(MAT_METAL = 500, MAT_GLASS = 50) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/mask.dmi', diff --git a/code/modules/clothing/neck/neck.dm b/code/modules/clothing/neck/neck.dm index 0d9dfc66bd1..8938d2827a2 100644 --- a/code/modules/clothing/neck/neck.dm +++ b/code/modules/clothing/neck/neck.dm @@ -37,6 +37,7 @@ name = "stethoscope" desc = "An outdated medical apparatus, used to get a rough idea of the condition of the heart and lungs. It also makes you look like you know what you're doing." icon_state = "stethoscope" + materials = list(MAT_METAL = 500) /obj/item/clothing/neck/stethoscope/attack__legacy__attackchain(mob/living/carbon/human/M, mob/living/user) if(!ishuman(M) || !isliving(user)) diff --git a/code/modules/clothing/shoes/magboots.dm b/code/modules/clothing/shoes/magboots.dm index 4bc40a8311a..16f59514281 100644 --- a/code/modules/clothing/shoes/magboots.dm +++ b/code/modules/clothing/shoes/magboots.dm @@ -9,6 +9,7 @@ strip_delay = 7 SECONDS put_on_delay = 7 SECONDS resistance_flags = FIRE_PROOF + materials = list(MAT_METAL = 4500, MAT_SILVER = 1500, MAT_GOLD = 2500) var/magboot_state = "magboots" var/magpulse = FALSE var/slowdown_active = 2 @@ -189,6 +190,7 @@ desc = "These experimental boots try to get around the restrictions of magboots by installing miniature gravitational generators in the soles. Sadly, power hungry, and needs a gravitational anomaly core." icon_state = "gravboots0" origin_tech = "materials=6;magnets=6;engineering=6" + materials = list(MAT_SILVER = 4000, MAT_TITANIUM = 6000, MAT_URANIUM = 4000, MAT_PLASMA = 4000) actions_types = list(/datum/action/item_action/toggle, /datum/action/item_action/gravity_jump) //In other news, combining magboots with jumpboots is a mess strip_delay = 10 SECONDS put_on_delay = 10 SECONDS diff --git a/code/modules/cooking/cooking_container.dm b/code/modules/cooking/cooking_container.dm index b53a6175710..c748edc79cd 100644 --- a/code/modules/cooking/cooking_container.dm +++ b/code/modules/cooking/cooking_container.dm @@ -422,7 +422,7 @@ name = "prep bowl" desc = "A bowl for mixing, or tossing a salad. Not to be eaten out of" icon_state = "bowl" - materials = list(MAT_PLASTIC = 500) + materials = list(MAT_METAL = 400, MAT_GLASS = 100) removal_penalty = 2 /obj/item/reagent_containers/cooking/icecream_bowl diff --git a/code/modules/crafting/guncrafting.dm b/code/modules/crafting/guncrafting.dm index b5cb1a23505..a92acb474d5 100644 --- a/code/modules/crafting/guncrafting.dm +++ b/code/modules/crafting/guncrafting.dm @@ -8,6 +8,7 @@ desc = "A prototype modular receiver and trigger assembly for a firearm." icon = 'icons/obj/improvised.dmi' icon_state = "receiver" + materials = list(MAT_METAL = 15000) /obj/item/weaponcrafting/stock name = "rifle stock" @@ -32,83 +33,97 @@ desc = "A suitcase containing the necessary gun parts to transform a standard energy gun into an advanced energy gun." origin_tech = "combat=4;magnets=4;powerstorage=4" outcome = /obj/item/gun/energy/gun/nuclear + materials = list(MAT_METAL = 10000, MAT_GLASS = 2000, MAT_URANIUM = 3000, MAT_TITANIUM = 1000) /obj/item/weaponcrafting/gunkit/tesla name = "arc revolver parts kit" desc = "A suitcase containing the necessary gun parts to construct a arc revolver around a laser rifle. Handle with care." origin_tech = "combat=5;materials=5;powerstorage=5" + materials = list(MAT_METAL = 10000, MAT_GLASS = 10000, MAT_SILVER = 10000) outcome = /obj/item/gun/energy/arc_revolver /obj/item/weaponcrafting/gunkit/xray name = "x-ray laser gun parts kit" desc = "A suitcase containing the necessary gun parts to turn a laser gun into a x-ray laser gun. Do not point most parts directly towards face." origin_tech = "combat=6;materials=4;magnets=4;syndicate=1" + materials = list(MAT_GOLD = 5000, MAT_URANIUM = 4000, MAT_METAL = 5000, MAT_TITANIUM = 2000, MAT_BLUESPACE = 2000) outcome = /obj/item/gun/energy/xray /obj/item/weaponcrafting/gunkit/ion name = "ion carbine parts kit" desc = "A suitcase containing the necessary gun parts to transform a standard energy gun into a ion carbine." origin_tech = "combat=4;magnets=4" + materials = list(MAT_SILVER = 6000, MAT_METAL = 8000, MAT_URANIUM = 2000) outcome = /obj/item/gun/energy/ionrifle/carbine /obj/item/weaponcrafting/gunkit/temperature name = "temperature gun parts kit" desc = "A suitcase containing the necessary gun parts to transform a standard energy gun into a temperature gun. Fantastic at birthday parties and killing indigenious populations of Ash Walkers." origin_tech = "combat=4;materials=4;powerstorage=3;magnets=2" + materials = list(MAT_METAL = 5000, MAT_GLASS = 500, MAT_SILVER = 3000) outcome = /obj/item/gun/energy/temperature /obj/item/weaponcrafting/gunkit/decloner name = "decloner parts kit" desc = "An uttery baffling array of gun parts and technology that somehow turns an energy gun into a decloner. Haircut not included." origin_tech = "combat=4;materials=4;biotech=5;plasmatech=6" + materials = list(MAT_GOLD = 5000, MAT_URANIUM = 10000) outcome = /obj/item/gun/energy/decloner /obj/item/weaponcrafting/gunkit/ebow name = "energy crossbow parts kit" desc = "Highly illegal weapons refurbishment kit that allows you to turn a laser gun into a near-duplicate energy crossbow. Almost like the real thing!" origin_tech = "combat=4;magnets=4;syndicate=2" + materials = list(MAT_METAL = 5000, MAT_GLASS = 1500, MAT_URANIUM = 1500, MAT_SILVER = 1500) outcome = /obj/item/gun/energy/kinetic_accelerator/crossbow/large /obj/item/weaponcrafting/gunkit/immolator name = "immolator laser gun parts kit" desc = "Take a perfectly functioning laser gun. Butcher the inside of the gun so it runs hot and mean. You now have a immolator laser. You monster." origin_tech = "combat=4;magnets=4;powerstorage=3" + materials = list(MAT_METAL = 4000, MAT_GLASS = 1000, MAT_SILVER = 3000, MAT_PLASMA = 2000) outcome = /obj/item/gun/energy/immolator /obj/item/weaponcrafting/gunkit/accelerator name = "accelerator laser cannon parts kit" desc = "A suitcase containing the necessary gun parts to transform a standard laser gun into an accelerator laser cannon." origin_tech = "combat=4;magnets=4;powerstorage=3" + materials = list(MAT_METAL = 10000, MAT_GLASS = 3000, MAT_DIAMOND = 3000) outcome = /obj/item/gun/energy/lasercannon /obj/item/weaponcrafting/gunkit/lwap name = "lwap laser sniper parts kit" desc = "A suitcase containing the necessary gun parts to transform an laser gun into an advanced piercing laser sniper. Now with wall hacks!" origin_tech = "combat=6;magnets=6;powerstorage=4" + materials = list(MAT_METAL = 15000, MAT_GLASS = 8000, MAT_GOLD = 5000, MAT_DIAMOND = 8000) outcome = /obj/item/gun/energy/lwap /obj/item/weaponcrafting/gunkit/plasma name = "plasma pistol parts kit" desc = "A suitcase containing the necessary gun parts to transform a standard laser gun into a plasma pistol. Wort, wort, wort!" origin_tech = "combat=4;magnets=4;powerstorage=3" + materials = list(MAT_METAL = 5000, MAT_GLASS = 1000, MAT_PLASMA = 3000) outcome = /obj/item/gun/energy/plasma_pistol /obj/item/weaponcrafting/gunkit/sparker name = "\improper SPRK-12 pistol parts kit" desc = "A suitcase containing the necessary gun parts to transform a mini energy gun into a SPRK-12 pistol. Double or nothing!" origin_tech = "combat=4;magnets=4;powerstorage=3" + materials = list(MAT_METAL = 2500, MAT_GLASS = 1000, MAT_SILVER = 1500) outcome = /obj/item/gun/energy/sparker /obj/item/weaponcrafting/gunkit/u_ionsilencer name = "u-ion silencer parts kit" desc = "A suitcase containing the necessary gun parts to transform a standard disabler into a silenced and lethal disabling weapon. Look officer, he has no wounds from me!" origin_tech = "combat=6;magnets=6;syndicate=2" + materials = list(MAT_GOLD = 5000, MAT_URANIUM = 4000, MAT_METAL = 5000, MAT_TITANIUM = 2000, MAT_BLUESPACE = 2000) outcome = /obj/item/gun/energy/disabler/silencer /obj/item/weaponcrafting/gunkit/chemical_flamethrower name = "extended chemical flamethrower parts kit" desc = "A suitcase containing the necessary gun parts to transform a standard chemical flamethrower into a version that can accept two cartridges instead of one." origin_tech = "combat=5;engineering=6;plasmatech=4" + materials = list(MAT_TITANIUM = 7000, MAT_METAL = 13000, MAT_GOLD = 1000) outcome = /obj/item/chemical_flamethrower/extended /obj/item/weaponcrafting/gunkit/universal_gun_kit diff --git a/code/modules/detective_work/swabs.dm b/code/modules/detective_work/swabs.dm index be923344c5a..d248f72e3fa 100644 --- a/code/modules/detective_work/swabs.dm +++ b/code/modules/detective_work/swabs.dm @@ -2,6 +2,7 @@ name = "sample collection kit" desc = "A sterile cotton swab and test tube for collecting samples." icon_state = "swab" + materials = list(MAT_METAL = 500, MAT_GLASS = 250) /// currently in machine var/dispenser = FALSE /// gunshot residue data diff --git a/code/modules/food_and_drinks/drinks/drinks/shotglass.dm b/code/modules/food_and_drinks/drinks/drinks/shotglass.dm index 2264eac6058..03e77cf3f0c 100644 --- a/code/modules/food_and_drinks/drinks/drinks/shotglass.dm +++ b/code/modules/food_and_drinks/drinks/drinks/shotglass.dm @@ -16,6 +16,7 @@ amount_per_transfer_from_this = 50 volume = 50 icon_state = "bluespaceshotglass" + materials = list(MAT_METAL = 1000, MAT_BLUESPACE = 500) /obj/item/reagent_containers/drinks/drinkingglass/shotglass/bluespace/update_name() . = ..() diff --git a/code/modules/food_and_drinks/drinks/drinks_base.dm b/code/modules/food_and_drinks/drinks/drinks_base.dm index 5cbea7171b2..0e0fbf23805 100644 --- a/code/modules/food_and_drinks/drinks/drinks_base.dm +++ b/code/modules/food_and_drinks/drinks/drinks_base.dm @@ -270,7 +270,7 @@ name = "shaker" desc = "A metal shaker to mix drinks in." icon_state = "shaker" - materials = list(MAT_METAL=1500) + materials = list(MAT_METAL = 1500) amount_per_transfer_from_this = 10 volume = 100 var/shaking = FALSE diff --git a/code/modules/hydroponics/gene_modder.dm b/code/modules/hydroponics/gene_modder.dm index 401743cd440..5849d1e657b 100644 --- a/code/modules/hydroponics/gene_modder.dm +++ b/code/modules/hydroponics/gene_modder.dm @@ -571,7 +571,7 @@ name = "plant data disk" desc = "A disk for storing plant genetic data." icon_state = "datadisk_hydro" - materials = list(MAT_METAL=30, MAT_GLASS=10) + materials = list(MAT_METAL = 200, MAT_GLASS = 100) var/ui_name = "Empty Disk" var/is_bulk_core = FALSE var/read_only = 0 //Well, it's still a floppy disk diff --git a/code/modules/mining/equipment/mining_charges.dm b/code/modules/mining/equipment/mining_charges.dm index 30b61febfc6..602014a86cc 100644 --- a/code/modules/mining/equipment/mining_charges.dm +++ b/code/modules/mining/equipment/mining_charges.dm @@ -140,6 +140,7 @@ inhand_icon_state = "charge_mega" smoke_amount = 5 boom_sizes = list(4, 6, 8) + materials = list(MAT_METAL = 4000, MAT_PLASMA = 6000, MAT_URANIUM = 1000) /obj/item/storage/backpack/duffel/miningcharges/populate_contents() for(var/i in 1 to 5) diff --git a/code/modules/mining/equipment/mining_tools.dm b/code/modules/mining/equipment/mining_tools.dm index a4a58288f34..fb149e3614e 100644 --- a/code/modules/mining/equipment/mining_tools.dm +++ b/code/modules/mining/equipment/mining_tools.dm @@ -93,6 +93,7 @@ hitsound = 'sound/weapons/drill.ogg' usesound = 'sound/weapons/drill.ogg' origin_tech = "materials=2;powerstorage=2;engineering=3" + materials = list(MAT_METAL = 6000, MAT_GLASS = 1000) /obj/item/pickaxe/drill/cyborg name = "cyborg mining drill" @@ -104,6 +105,7 @@ desc = "Yours is the drill that will pierce the heavens!" icon_state = "diamonddrill" origin_tech = "materials=6;powerstorage=4;engineering=4" + materials = list(MAT_METAL = 3000, MAT_GLASS = 1000, MAT_DIAMOND = 2000) toolspeed = 0.2 /// This is the BORG version! @@ -117,6 +119,7 @@ desc = "Cracks rocks with sonic blasts, and doubles as a demolition power tool for smashing walls." icon_state = "jackhammer" origin_tech = "materials=6;powerstorage=4;engineering=5;magnets=4" + materials = list(MAT_METAL = 6000, MAT_GLASS = 2000, MAT_SILVER = 2000, MAT_DIAMOND = 6000) digsound = list('sound/weapons/sonic_jackhammer.ogg') hitsound = 'sound/weapons/sonic_jackhammer.ogg' usesound = 'sound/weapons/sonic_jackhammer.ogg' diff --git a/code/modules/mining/equipment/resonator.dm b/code/modules/mining/equipment/resonator.dm index 46e6d1618f3..3eba42d418c 100644 --- a/code/modules/mining/equipment/resonator.dm +++ b/code/modules/mining/equipment/resonator.dm @@ -32,6 +32,7 @@ desc = "An upgraded version of the resonator that can produce more fields at once, as well as having no damage penalty for bursting a resonance field early. It also allows you to set 'Resonance matrixes', that detonate after someone (or something) walks over it." icon_state = "resonator_u" origin_tech = "materials=4;powerstorage=3;engineering=3;magnets=3" + materials = list(MAT_METAL = 4000, MAT_GLASS = 1500, MAT_SILVER = 1000, MAT_URANIUM = 1000) fieldlimit = 6 quick_burst_mod = 1 diff --git a/code/modules/mob/living/brain/MMI.dm b/code/modules/mob/living/brain/MMI.dm index 373fbbdcb33..18b044b909f 100644 --- a/code/modules/mob/living/brain/MMI.dm +++ b/code/modules/mob/living/brain/MMI.dm @@ -5,6 +5,7 @@ icon = 'icons/obj/assemblies.dmi' icon_state = "mmi_empty" origin_tech = "biotech=2;programming=3;engineering=2" + materials = list(MAT_METAL = 1000, MAT_GLASS = 500) new_attack_chain = TRUE //Revised. Brainmob is now contained directly within object of transfer. MMI in this case. diff --git a/code/modules/mob/living/brain/MMI_radio.dm b/code/modules/mob/living/brain/MMI_radio.dm index 7064b4a2a82..3309f0a0ca6 100644 --- a/code/modules/mob/living/brain/MMI_radio.dm +++ b/code/modules/mob/living/brain/MMI_radio.dm @@ -4,3 +4,4 @@ icon = 'icons/obj/module.dmi' icon_state = "cyborg_upgrade1" origin_tech = "programming=3;biotech=2;engineering=2" + materials = list(MAT_METAL = 200) diff --git a/code/modules/mob/living/brain/robotic_brain.dm b/code/modules/mob/living/brain/robotic_brain.dm index 3815cf13841..f37d1ee4f53 100644 --- a/code/modules/mob/living/brain/robotic_brain.dm +++ b/code/modules/mob/living/brain/robotic_brain.dm @@ -7,6 +7,7 @@ var/searching_icon = "boris_recharging" var/occupied_icon = "boris" origin_tech = "biotech=3;programming=3;plasmatech=2" + materials = list(MAT_METAL = 1700, MAT_GLASS = 1350, MAT_GOLD = 500) req_access = list(ACCESS_ROBOTICS) mecha = null//This does not appear to be used outside of reference in mecha.dm. var/searching = FALSE diff --git a/code/modules/mob/living/silicon/robot/component.dm b/code/modules/mob/living/silicon/robot/component.dm index 13705715f32..8fe37a13dac 100644 --- a/code/modules/mob/living/silicon/robot/component.dm +++ b/code/modules/mob/living/silicon/robot/component.dm @@ -251,28 +251,34 @@ name = "binary communication device" desc = "A module used for binary communications over encrypted frequencies, commonly used by synthetic robots." icon_state = "binary_translator" + materials = list(MAT_METAL = 2500, MAT_GLASS = 1000) /obj/item/robot_parts/robot_component/actuator name = "actuator" desc = "A modular, hydraulic actuator used by robots for movement and manipulation." icon_state = "actuator" + materials = list(MAT_METAL = 3500) /obj/item/robot_parts/robot_component/armour name = "armour plating" desc = "A pair of flexible, adaptable armor plates, used to protect the internals of robots." icon_state = "armor_plating" + materials = list(MAT_METAL = 5000) /obj/item/robot_parts/robot_component/camera name = "camera" desc = "A modified camera module used as a visual receptor for robots and exosuits, also serving as a relay for wireless video feed." icon_state = "camera" + materials = list(MAT_METAL = 2500, MAT_GLASS = 1000) /obj/item/robot_parts/robot_component/diagnosis_unit name = "diagnosis unit" desc = "An internal computer and sensors used by robots and exosuits to accurately diagnose any system discrepancies on their components." icon_state = "diagnosis_unit" + materials = list(MAT_METAL = 3500) /obj/item/robot_parts/robot_component/radio name = "radio" desc = "A modular, multi-frequency radio used by robots and exosuits to enable communication systems. Comes with built-in subspace receivers." icon_state = "radio" + materials = list(MAT_METAL = 2500, MAT_GLASS = 1000) diff --git a/code/modules/mod/mod_construction.dm b/code/modules/mod/mod_construction.dm index 5de74daa2db..b7482071654 100644 --- a/code/modules/mod/mod_construction.dm +++ b/code/modules/mod/mod_construction.dm @@ -1,6 +1,7 @@ /obj/item/mod/construction desc = "A part used in MOD construction. You could insert it into a MOD shell." icon = 'icons/obj/clothing/modsuit/mod_construction.dmi' + materials = list(MAT_METAL = 5000) /obj/item/mod/construction/helmet name = "MOD helmet" @@ -42,6 +43,7 @@ name = "MOD external plating" desc = "External plating used to finish a MOD control unit." icon_state = "standard-plating" + materials = list(MAT_METAL = 6000, MAT_GLASS = 3000, MAT_PLASMA = 1000) var/datum/mod_theme/theme = /datum/mod_theme/standard /obj/item/mod/construction/plating/Initialize(mapload) @@ -53,33 +55,43 @@ /obj/item/mod/construction/plating/engineering theme = /datum/mod_theme/engineering + materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_GOLD = 2000, MAT_PLASMA = 1000) /obj/item/mod/construction/plating/atmospheric theme = /datum/mod_theme/atmospheric + materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_TITANIUM = 2000, MAT_PLASMA = 1000) /obj/item/mod/construction/plating/medical theme = /datum/mod_theme/medical + materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_SILVER = 2000, MAT_PLASMA = 1000) /obj/item/mod/construction/plating/security theme = /datum/mod_theme/security + materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_URANIUM = 2000, MAT_PLASMA = 1000) + /obj/item/mod/construction/plating/cosmohonk theme = /datum/mod_theme/cosmohonk + materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_BANANIUM = 2000, MAT_PLASMA = 1000) /// I want to add a way to get the rarer modsuit types, that is limited. A low chance for traders to have plating for it seems interesting /obj/item/mod/construction/plating/rescue theme = /datum/mod_theme/rescue + materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_SILVER = 2000, MAT_PLASMA = 1000) /// Continued from above, none of these are steal objectives, and only the CE or RD one comes pre-installed with modules. You are getting the protection / speed / looks of these hardsuits, but no special modules. /obj/item/mod/construction/plating/safeguard theme = /datum/mod_theme/safeguard + materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_URANIUM = 2000, MAT_PLASMA = 1000) /// This may be a bad idea. I think this is an interesting idea. And you still need robotics to build it, and traders can charge as much for it as they want. Also with ones like the CE modsuit, it is the flagship mod. That means it is sold a lot. /obj/item/mod/construction/plating/advanced theme = /datum/mod_theme/advanced + materials = list(MAT_METAL = 12000, MAT_GLASS = 2000, MAT_GOLD = 2000, MAT_TITANIUM = 2000, MAT_PLASMA = 2000) /// Don't think people will want the RD one though, it is as slow as shit. Anyway, here it is. Surely this will not end poorly. /obj/item/mod/construction/plating/research theme = /datum/mod_theme/research + materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_URANIUM = 2000, MAT_PLASMA = 1000) #define START_STEP "start" #define CORE_STEP "core" @@ -95,6 +107,7 @@ name = "MOD shell" desc = "The core housing and support structure for a MOD suit, with numerous plugs and connectors for attaching additional components." icon_state = "mod-construction_start" + materials = list(MAT_METAL = 10000, MAT_PLASMA = 5000) var/obj/item/core var/obj/item/helmet var/obj/item/chestplate diff --git a/code/modules/mod/mod_link.dm b/code/modules/mod/mod_link.dm index ff53d446a33..d14c6c39fa1 100644 --- a/code/modules/mod/mod_link.dm +++ b/code/modules/mod/mod_link.dm @@ -138,6 +138,7 @@ desc = "An intricate piece of machinery that creates a holographic video call with another MODlink-compatible device. Essentially a video necklace." icon_state = "modlink" actions_types = list(/datum/action/item_action/call_link) + materials = list(MAT_METAL = 2000, MAT_GLASS = 1000, MAT_GOLD = 500) /// The installed power cell. var/obj/item/stock_parts/cell/cell /// The MODlink datum we operate. diff --git a/code/modules/mod/mod_paint.dm b/code/modules/mod/mod_paint.dm index ff4c64f1d76..afda50ec0d5 100644 --- a/code/modules/mod/mod_paint.dm +++ b/code/modules/mod/mod_paint.dm @@ -3,6 +3,7 @@ desc = "This one-use skin applier will add a skin to MODsuits of a specific type. This one applies to standard modsuits." icon = 'icons/obj/clothing/modsuit/mod_construction.dmi' icon_state = "skinapplier" + materials = list(MAT_METAL = 6000, MAT_GLASS = 3000, MAT_PLASMA = 1000) var/skin = "civilian" var/compatible_theme = /datum/mod_theme/standard diff --git a/code/modules/mod/modules/_modules.dm b/code/modules/mod/modules/_modules.dm index 2e978089d9e..938f96cc597 100644 --- a/code/modules/mod/modules/_modules.dm +++ b/code/modules/mod/modules/_modules.dm @@ -3,6 +3,7 @@ name = "MOD module" icon = 'icons/obj/clothing/modsuit/mod_modules.dmi' icon_state = "module" + materials = list(MAT_METAL = 2500, MAT_GLASS = 5000) /// If it can be removed var/removable = TRUE /// If it's passive, togglable, usable or active @@ -349,6 +350,7 @@ name = "MOD anomaly locked module" desc = "A form of a module, locked behind an anomalous core to function." incompatible_modules = list(/obj/item/mod/module/anomaly_locked) + materials = list(MAT_METAL = 12000, MAT_GLASS = 2000, MAT_SILVER = 4000, MAT_PLASMA = 4000, MAT_TITANIUM = 4000, MAT_BLUESPACE = 6000) /// The core item the module runs off. var/obj/item/assembly/signaler/anomaly/core /// Accepted types of anomaly cores. diff --git a/code/modules/mod/modules/module_pathfinder.dm b/code/modules/mod/modules/module_pathfinder.dm index e4df607d821..b6179dd6761 100644 --- a/code/modules/mod/modules/module_pathfinder.dm +++ b/code/modules/mod/modules/module_pathfinder.dm @@ -13,6 +13,7 @@ complexity = 2 use_power_cost = DEFAULT_CHARGE_DRAIN * 200 incompatible_modules = list(/obj/item/mod/module/pathfinder) + materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000) /// The pathfinding implant. var/obj/item/bio_chip/mod/implant diff --git a/code/modules/mod/modules/modules_antag.dm b/code/modules/mod/modules/modules_antag.dm index 8588b888ec8..f5b9924f182 100644 --- a/code/modules/mod/modules/modules_antag.dm +++ b/code/modules/mod/modules/modules_antag.dm @@ -245,6 +245,7 @@ /// The suit's size before the module is installed. var/old_size origin_tech = "materials=6;bluespace=5;syndicate=1" //Printable at illegals 2, so only one level. + materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000) /obj/item/mod/module/plate_compression/on_install() old_size = mod.w_class @@ -274,6 +275,7 @@ incompatible_modules = list(/obj/item/mod/module/stealth) cooldown_time = 10 SECONDS origin_tech = "combat=6;materials=6;powerstorage=5;bluespace=5;syndicate=2" //Printable at 3 + materials = list(MAT_METAL = 12000, MAT_GLASS = 2000, MAT_SILVER = 4000, MAT_PLASMA = 4000, MAT_TITANIUM = 4000, MAT_BLUESPACE = 6000) /// Whether or not the cloak turns off on bumping. var/bumpoff = TRUE /// The alpha applied when the cloak is on. @@ -352,6 +354,7 @@ incompatible_modules = list(/obj/item/mod/module/status_readout) tgui_id = "status_readout" origin_tech = "combat=6;biotech=6;syndicate=1" + materials = list(MAT_METAL = 10000, MAT_GLASS = 4000, MAT_SILVER = 2000) /obj/item/mod/module/status_readout/add_ui_data() . = ..() diff --git a/code/modules/mod/modules/modules_engineering.dm b/code/modules/mod/modules/modules_engineering.dm index 811b7ff9af1..b94b59fd5f4 100644 --- a/code/modules/mod/modules/modules_engineering.dm +++ b/code/modules/mod/modules/modules_engineering.dm @@ -50,6 +50,7 @@ active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5 incompatible_modules = list(/obj/item/mod/module/magboot) cooldown_time = 0.5 SECONDS + materials = list(MAT_METAL = 4500, MAT_SILVER = 1500, MAT_GOLD = 2500) /// Slowdown added onto the suit. var/slowdown_active = 0.5 @@ -84,6 +85,7 @@ idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.1 //Lowered from 0.3 due to no protection. incompatible_modules = list(/obj/item/mod/module/rad_protection) tgui_id = "rad_counter" + materials = list(MAT_URANIUM = 2500, MAT_GLASS = 5000) /obj/item/mod/module/rad_protection/add_ui_data() . = ..() @@ -104,6 +106,7 @@ use_power_cost = DEFAULT_CHARGE_DRAIN incompatible_modules = list(/obj/item/mod/module/tether) cooldown_time = 4 SECONDS + materials = list(MAT_METAL = 4500, MAT_SILVER = 1500, MAT_GOLD = 2500) /obj/item/mod/module/tether/on_use() if(has_gravity(get_turf(src))) diff --git a/code/modules/mod/modules/modules_general.dm b/code/modules/mod/modules/modules_general.dm index 5bba41e05df..cebf088dc0b 100644 --- a/code/modules/mod/modules/modules_general.dm +++ b/code/modules/mod/modules/modules_general.dm @@ -8,6 +8,7 @@ icon_state = "storage" complexity = 3 incompatible_modules = list(/obj/item/mod/module/storage, /obj/item/mod/module/plate_compression) + materials = list(MAT_METAL = 2500, MAT_GLASS = 10000) /// Max weight class of items in the storage. var/max_w_class = WEIGHT_CLASS_NORMAL /// Max combined weight of all items in the storage. @@ -62,6 +63,7 @@ icon_state = "storage_large" max_combined_w_class = 21 max_items = 14 + materials = list(MAT_METAL = 2500, MAT_URANIUM = 10000) /obj/item/mod/module/storage/syndicate name = "MOD syndicate storage module" @@ -72,6 +74,7 @@ max_combined_w_class = 30 max_items = 21 origin_tech = "materials=6;bluespace=5;syndicate=2" + materials = list(MAT_METAL = 12000, MAT_GLASS = 2000, MAT_SILVER = 4000, MAT_PLASMA = 4000, MAT_TITANIUM = 4000, MAT_BLUESPACE = 6000) /obj/item/mod/module/storage/belt name = "MOD case storage module" @@ -126,6 +129,7 @@ cooldown_time = 0.5 SECONDS overlay_state_inactive = "module_jetpack" overlay_state_active = "module_jetpack_on" + materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000) /// Do we stop the wearer from gliding in space. var/stabilize = TRUE var/thrust_callback @@ -191,6 +195,7 @@ However, it will take from the suit's power to do so." icon_state = "empshield" origin_tech = "materials=6;bluespace=5;syndicate=2" + materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000) complexity = 1 idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3 incompatible_modules = list(/obj/item/mod/module/emp_shield, /obj/item/mod/module/dna_lock) @@ -215,6 +220,7 @@ cooldown_time = 0.5 SECONDS overlay_state_active = "module_light_on" light_color = COLOR_WHITE + materials = list(MAT_METAL = 2500, MAT_GLASS = 5000) ///The light power for the mod var/mod_light_range = 4 ///The light range for the mod @@ -352,6 +358,7 @@ however, this incredibly sensitive module is shorted out by EMPs. Luckily, stable mutagen has been outlawed." icon_state = "dnalock" origin_tech = "materials=6;bluespace=5;syndicate=1" + materials = list(MAT_METAL = 12500, MAT_DIAMOND = 4000) module_type = MODULE_USABLE complexity = 2 use_power_cost = DEFAULT_CHARGE_DRAIN * 3 @@ -450,6 +457,7 @@ idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3 incompatible_modules = list(/obj/item/mod/module/plasma_stabilizer) overlay_state_inactive = "module_plasma" + materials = list(MAT_METAL = 10000, MAT_GLASS = 4000, MAT_SILVER = 2000) /obj/item/mod/module/plasma_stabilizer/on_equip() ADD_TRAIT(mod.wearer, TRAIT_NOSELFIGNITION_HEAD_ONLY, MODSUIT_TRAIT) diff --git a/code/modules/mod/modules/modules_medical.dm b/code/modules/mod/modules/modules_medical.dm index c0a63990aec..37236336364 100644 --- a/code/modules/mod/modules/modules_medical.dm +++ b/code/modules/mod/modules/modules_medical.dm @@ -42,6 +42,7 @@ overlay_state_active = "module_defibrillator_active" incompatible_modules = list(/obj/item/mod/module/defibrillator) cooldown_time = 0.5 SECONDS + materials = list(MAT_METAL = 10000, MAT_GLASS = 4000, MAT_SILVER = 2000) /obj/item/mod/module/defibrillator/Initialize(mapload) . = ..() @@ -122,6 +123,7 @@ incompatible_modules = list(/obj/item/mod/module/monitor) cooldown_time = 0.5 SECONDS allow_flags = MODULE_ALLOW_INACTIVE + materials = list(MAT_METAL = 1500, MAT_GLASS = 3000) var/datum/ui_module/crew_monitor/mod/crew_monitor diff --git a/code/modules/mod/modules/modules_security.dm b/code/modules/mod/modules/modules_security.dm index 50937d24e4d..d4fc08dfdb2 100644 --- a/code/modules/mod/modules/modules_security.dm +++ b/code/modules/mod/modules/modules_security.dm @@ -113,6 +113,7 @@ complexity = 2 incompatible_modules = list(/obj/item/mod/module/active_sonar) cooldown_time = 7.5 SECONDS //come on man this is discount thermals, it doesnt need a 15 second cooldown + materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000) /obj/item/mod/module/active_sonar/on_use() . = ..() @@ -295,6 +296,7 @@ complexity = 1 overlay_state_inactive = "module_smoke_grenade" dispense_type = /obj/item/grenade/smokebomb + materials = list(MAT_METAL = 12500, MAT_SILVER = 12050, MAT_GOLD = 2000, MAT_PLASMA = 5000) /obj/item/mod/module/dispenser/smoke/on_use() var/obj/item/grenade/smokebomb/grenade = ..() diff --git a/code/modules/mod/modules/modules_service.dm b/code/modules/mod/modules/modules_service.dm index 617ef90756c..600a602517a 100644 --- a/code/modules/mod/modules/modules_service.dm +++ b/code/modules/mod/modules/modules_service.dm @@ -11,6 +11,7 @@ use_power_cost = DEFAULT_CHARGE_DRAIN incompatible_modules = list(/obj/item/mod/module/bikehorn) cooldown_time = 1 SECONDS + materials = list(MAT_METAL = 2500, MAT_BANANIUM = 2000) /obj/item/mod/module/bikehorn/on_use() . = ..() @@ -31,6 +32,7 @@ complexity = 1 idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.2 incompatible_modules = list(/obj/item/mod/module/waddle) + materials = list(MAT_METAL = 2500, MAT_BANANIUM = 2000) /obj/item/mod/module/waddle/on_suit_activation() mod.boots.AddComponent(/datum/component/squeak, list('sound/effects/clownstep1.ogg' = 1, 'sound/effects/clownstep2.ogg' = 1), 50, falloff_exponent = 20) //die off quick please diff --git a/code/modules/mod/modules/modules_supply.dm b/code/modules/mod/modules/modules_supply.dm index 5b7396ec97e..37a5e78a206 100644 --- a/code/modules/mod/modules/modules_supply.dm +++ b/code/modules/mod/modules/modules_supply.dm @@ -121,6 +121,7 @@ incompatible_modules = list(/obj/item/mod/module/drill) cooldown_time = 0.5 SECONDS overlay_state_active = "module_drill" + materials = list(MAT_METAL = 12500, MAT_DIAMOND = 4000) /obj/item/mod/module/drill/on_activation() . = ..() diff --git a/code/modules/mod/modules/modules_visor.dm b/code/modules/mod/modules/modules_visor.dm index c43191b20b7..249059032ad 100644 --- a/code/modules/mod/modules/modules_visor.dm +++ b/code/modules/mod/modules/modules_visor.dm @@ -9,6 +9,7 @@ active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3 incompatible_modules = list(/obj/item/mod/module/visor) cooldown_time = 0.5 SECONDS + materials = list(MAT_SILVER = 2500, MAT_GLASS = 5000) /// The HUD type given by the visor. var/hud_type /// The trait given by the visor. diff --git a/code/modules/paperwork/desk_bell.dm b/code/modules/paperwork/desk_bell.dm index a3672a4ae29..873f9d83902 100644 --- a/code/modules/paperwork/desk_bell.dm +++ b/code/modules/paperwork/desk_bell.dm @@ -5,6 +5,7 @@ desc = "The cornerstone of any customer service job. You feel an unending urge to ring it. It looks like it can be wrenched or screwdrivered." icon = 'icons/obj/bureaucracy.dmi' icon_state = "desk_bell" + materials = list(MAT_METAL = 4000) /// The amount of times this bell has been rang, used to check the chance it breaks var/times_rang = 0 /// Is this bell broken? diff --git a/code/modules/paperwork/handlabeler.dm b/code/modules/paperwork/handlabeler.dm index 7bde63f4a36..86e0e29c6ea 100644 --- a/code/modules/paperwork/handlabeler.dm +++ b/code/modules/paperwork/handlabeler.dm @@ -7,6 +7,7 @@ desc = "A combined label printer, applicator, and remover, all in a single portable device. Designed to be easy to operate and use." icon = 'icons/obj/bureaucracy.dmi' icon_state = "labeler0" + materials = list(MAT_METAL = 150, MAT_GLASS = 150) var/label = null var/labels_left = 30 var/mode = LABEL_MODE_OFF diff --git a/code/modules/paperwork/photography.dm b/code/modules/paperwork/photography.dm index cd32b78ba95..04578fed84f 100644 --- a/code/modules/paperwork/photography.dm +++ b/code/modules/paperwork/photography.dm @@ -535,6 +535,7 @@ GLOBAL_LIST_INIT(SpookyGhosts, list("ghost","shade","shade2","ghost-narsie","hor name = "digital camera" desc = "A digital camera." digital = TRUE + materials = list(MAT_METAL = 500, MAT_GLASS = 300) var/list/datum/picture/saved_pictures = list() var/max_storage = 10 diff --git a/code/modules/power/apc/apc.dm b/code/modules/power/apc/apc.dm index 5b687a9c867..460c2faee89 100644 --- a/code/modules/power/apc/apc.dm +++ b/code/modules/power/apc/apc.dm @@ -1187,5 +1187,6 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/unbuilt, 24, 24) inhand_icon_state = "electronic" w_class = WEIGHT_CLASS_SMALL origin_tech = "engineering=2;programming=1" + materials = list(MAT_METAL = 100, MAT_GLASS = 100) flags = CONDUCT usesound = 'sound/items/deconstruct.ogg' diff --git a/code/modules/power/cables/cable_coil.dm b/code/modules/power/cables/cable_coil.dm index 03f54f41ee2..c219137c60f 100644 --- a/code/modules/power/cables/cable_coil.dm +++ b/code/modules/power/cables/cable_coil.dm @@ -399,6 +399,7 @@ GLOBAL_LIST_INIT(cable_coil_recipes, list (new/datum/stack_recipe/cable_restrain name = "heavy duty cable coil" singular_name = "heavy duty cable" icon = 'icons/obj/cable_coils/heavy_duty.dmi' + materials = list(MAT_METAL = 30, MAT_GLASS = 30) color = null cable_type = /obj/structure/cable/extra_insulated cable_merge_id = CABLE_MERGE_HIGH_POWER diff --git a/code/modules/power/cell.dm b/code/modules/power/cell.dm index 0a433d241eb..d26a4ee00f1 100644 --- a/code/modules/power/cell.dm +++ b/code/modules/power/cell.dm @@ -4,6 +4,7 @@ icon = 'icons/obj/power.dmi' icon_state = "cell" origin_tech = "powerstorage=1" + materials = list(MAT_METAL = 700, MAT_GLASS = 50) force = 5 throwforce = 5 throw_range = 5 @@ -180,7 +181,7 @@ origin_tech = "powerstorage=2" icon_state = "hcell" maxcharge = 10000 - materials = list(MAT_GLASS = 60) + materials = list(MAT_METAL = 700, MAT_GLASS = 60) rating = 3 chargerate = 1500 @@ -201,7 +202,7 @@ origin_tech = "powerstorage=3;materials=3" icon_state = "scell" maxcharge = 20000 - materials = list(MAT_GLASS = 300) + materials = list(MAT_METAL = 700, MAT_GLASS = 300) rating = 4 chargerate = 2000 @@ -217,7 +218,7 @@ icon_state = "hpcell" inhand_icon_state = "scell" maxcharge = 30000 - materials = list(MAT_GLASS = 400) + materials = list(MAT_METAL = 700, MAT_GOLD = 150, MAT_SILVER = 150, MAT_GLASS = 400) rating = 5 chargerate = 3000 @@ -232,7 +233,7 @@ origin_tech = "powerstorage=5;bluespace=4;materials=4;engineering=4" icon_state = "bscell" maxcharge = 40000 - materials = list(MAT_GLASS = 600) + materials = list(MAT_METAL = 800, MAT_GOLD = 120, MAT_GLASS = 600, MAT_DIAMOND = 160, MAT_TITANIUM = 300, MAT_BLUESPACE = 100) rating = 6 chargerate = 4000 @@ -254,7 +255,7 @@ icon_state = "icell" origin_tech = "powerstorage=7" maxcharge = 30000 - materials = list(MAT_GLASS=1000) + materials = list(MAT_METAL = 12000, MAT_GLASS = 12000, MAT_GOLD = 6000, MAT_TITANIUM = 6000, MAT_URANIUM = 6000, MAT_DIAMOND = 6000, MAT_BLUESPACE = 6000) // If you actually get this and recycle it, it better be worth it. rating = 6 chargerate = 30000 self_recharge = TRUE diff --git a/code/modules/power/engines/fission/nuclear_misc.dm b/code/modules/power/engines/fission/nuclear_misc.dm index b02041352c5..88f286d1679 100644 --- a/code/modules/power/engines/fission/nuclear_misc.dm +++ b/code/modules/power/engines/fission/nuclear_misc.dm @@ -209,6 +209,7 @@ /obj/item/grenade/nuclear_starter name = "Neutronic Agitator" desc = "A throwable device capable of inducing an artificial startup in rod chambers. Won't do anything for chambers not positioned correctly, or chambers without any rods inserted." + materials = list(MAT_METAL = 2000, MAT_PLASMA = 2000, MAT_GOLD = 2000) /obj/item/grenade/nuclear_starter/deconstruct(disassembled) qdel(src) @@ -386,6 +387,7 @@ icon_state = "datadisk5" drop_sound = 'sound/items/handling/disk_drop.ogg' pickup_sound = 'sound/items/handling/disk_pickup.ogg' + materials = list(MAT_METAL = 2000, MAT_GLASS = 2000, MAT_URANIUM = 500, MAT_GOLD = 400) new_attack_chain = TRUE // MARK: Chamber Doors diff --git a/code/modules/projectiles/ammunition/ammo_casings.dm b/code/modules/projectiles/ammunition/ammo_casings.dm index 619c5c7b5fb..53616346da0 100644 --- a/code/modules/projectiles/ammunition/ammo_casings.dm +++ b/code/modules/projectiles/ammunition/ammo_casings.dm @@ -189,6 +189,7 @@ projectile_type = /obj/projectile/bullet/pellet pellets = 6 variance = 25 + materials = list(MAT_METAL = 4000) /obj/item/ammo_casing/shotgun/rubbershot name = "rubbershot shell" @@ -197,14 +198,14 @@ projectile_type = /obj/projectile/bullet/pellet/rubber pellets = 6 variance = 25 - materials = list(MAT_METAL=4000) + materials = list(MAT_METAL = 4000) /obj/item/ammo_casing/shotgun/beanbag name = "beanbag slug" desc = "A 12 gauge shell loaded with a beanbag slug for less-lethal takedowns." icon_state = "beanbag" projectile_type = /obj/projectile/bullet/weakbullet - materials = list(MAT_METAL=250) + materials = list(MAT_METAL = 250) muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL @@ -238,6 +239,7 @@ icon_state = "incendiary" projectile_type = /obj/projectile/bullet/incendiary/shell muzzle_flash_color = LIGHT_COLOR_FIRE + materials = list(MAT_METAL = 4000) /obj/item/ammo_casing/shotgun/frag12 name = "\improper FRAG-12 slug" @@ -272,6 +274,7 @@ muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL muzzle_flash_color = LIGHT_COLOR_DARKRED + materials = list(MAT_METAL = 4000, MAT_GLASS = 4000) /obj/item/ammo_casing/shotgun/lasershot name = "lasershot" @@ -289,6 +292,7 @@ desc = "An empty 12 gauge shell, ready to be loaded with all manner of projectiles." icon_state = "techshell" projectile_type = null + materials = list(MAT_METAL = 4000, MAT_GLASS = 200) /obj/item/ammo_casing/shotgun/dart name = "shotgun dart" @@ -298,6 +302,7 @@ projectile_type = /obj/projectile/bullet/dart muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL + materials = list(MAT_METAL = 4000) /obj/item/ammo_casing/shotgun/dart/Initialize(mapload) . = ..() diff --git a/code/modules/projectiles/ammunition/magazines.dm b/code/modules/projectiles/ammunition/magazines.dm index 8423ee8d60d..00d3e87a941 100644 --- a/code/modules/projectiles/ammunition/magazines.dm +++ b/code/modules/projectiles/ammunition/magazines.dm @@ -271,6 +271,7 @@ multiload = 0 slow_loading = TRUE w_class = WEIGHT_CLASS_NORMAL + materials = list(MAT_METAL = 10000) ///A var to check if the mag is being loaded var/being_loaded = FALSE /// There are two reloading processes ongoing so cancel them @@ -611,7 +612,7 @@ name = "DL-88 charge pack" desc = "One-use charge pack for the DL-88 energy revolver." icon_state = "handgun_ammo_battery" - materials = list(MAT_METAL = 20000) + materials = list(MAT_METAL = 20000, MAT_GLASS = 6000) var/charge = 1000 // Overwrite description so shells aren't displayed diff --git a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm index 0fc0886486b..0a7f9c44060 100644 --- a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm +++ b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm @@ -408,6 +408,7 @@ icon = 'icons/obj/objects.dmi' icon_state = "modkit" origin_tech = "programming=2;materials=2;magnets=4" + materials = list(MAT_METAL = 2000, MAT_GLASS = 1500, MAT_GOLD = 1500, MAT_URANIUM = 1000) require_module = TRUE module_type = /obj/item/robot_module/miner usesound = 'sound/items/screwdriver.ogg' @@ -555,6 +556,7 @@ //AoE blasts /obj/item/borg/upgrade/modkit/aoe modifier = 0 + materials = list(MAT_METAL = 8000, MAT_GLASS = 1500, MAT_SILVER = 2000, MAT_GOLD = 2000, MAT_DIAMOND = 2000) var/turf_aoe = FALSE var/stats_stolen = FALSE diff --git a/code/modules/projectiles/guns/energy/special_eguns.dm b/code/modules/projectiles/guns/energy/special_eguns.dm index 5027b39085e..c24488efdcf 100644 --- a/code/modules/projectiles/guns/energy/special_eguns.dm +++ b/code/modules/projectiles/guns/energy/special_eguns.dm @@ -130,6 +130,7 @@ fire_sound = 'sound/effects/stealthoff.ogg' ammo_type = list(/obj/item/ammo_casing/energy/flora/yield, /obj/item/ammo_casing/energy/flora/mut) origin_tech = "materials=2;biotech=4" + materials = list(MAT_METAL = 2000, MAT_GLASS = 500) modifystate = 1 ammo_x_offset = 1 selfcharge = TRUE @@ -239,6 +240,7 @@ icon_state = "plasmacutter" inhand_icon_state = "plasmacutter" origin_tech = "combat=1;materials=3;magnets=2;plasmatech=3;engineering=1" + materials = list(MAT_METAL = 2000, MAT_GLASS = 500, MAT_PLASMA = 400) needs_permit = FALSE ammo_type = list(/obj/item/ammo_casing/energy/plasma) fire_sound = 'sound/weapons/laser.ogg' @@ -299,6 +301,7 @@ inhand_icon_state = "adv_plasmacutter" modifystate = "adv_plasmacutter" origin_tech = "combat=3;materials=4;magnets=3;plasmatech=4;engineering=2" + materials = list(MAT_METAL = 3000, MAT_GLASS = 1000, MAT_PLASMA = 2000, MAT_GOLD = 500) ammo_type = list(/obj/item/ammo_casing/energy/plasma/adv) force = 15 @@ -322,6 +325,7 @@ icon_state = "wormhole_projector1" inhand_icon_state = null origin_tech = "combat=4;bluespace=6;plasmatech=4;engineering=4" + materials = list(MAT_SILVER = 2000, MAT_METAL = 5000, MAT_DIAMOND = 2000, MAT_BLUESPACE = 3000) charge_delay = 5 selfcharge = TRUE ammo_type = list(/obj/item/ammo_casing/energy/wormhole, /obj/item/ammo_casing/energy/wormhole/orange) @@ -621,6 +625,7 @@ worn_icon_state = "bsg" inhand_icon_state = "bsg" origin_tech = "combat=6;materials=6;powerstorage=6;bluespace=6;magnets=6" //cutting edge technology, be my guest if you want to deconstruct one instead of use it. + materials = list(MAT_METAL = 12000, MAT_GLASS = 2000, MAT_SILVER = 4000, MAT_PLASMA = 4000, MAT_TITANIUM = 4000, MAT_BLUESPACE = 6000) ammo_type = list(/obj/item/ammo_casing/energy/bsg) weapon_weight = WEAPON_HEAVY w_class = WEIGHT_CLASS_BULKY diff --git a/code/modules/reagents/reagent_containers/applicator.dm b/code/modules/reagents/reagent_containers/applicator.dm index 7f09781a54f..98951f608b6 100644 --- a/code/modules/reagents/reagent_containers/applicator.dm +++ b/code/modules/reagents/reagent_containers/applicator.dm @@ -10,6 +10,7 @@ container_type = REFILLABLE | AMOUNT_VISIBLE temperature_min = 270 temperature_max = 350 + materials = list(MAT_TITANIUM = 3000, MAT_GLASS = 1000) var/delay = 10 var/ignore_flags = FALSE var/applied_amount = 8 // How much it applies diff --git a/code/modules/reagents/reagent_containers/dropper.dm b/code/modules/reagents/reagent_containers/dropper.dm index f9be53d58ae..c073fa4027f 100644 --- a/code/modules/reagents/reagent_containers/dropper.dm +++ b/code/modules/reagents/reagent_containers/dropper.dm @@ -11,6 +11,7 @@ amount_per_transfer_from_this = 1 possible_transfer_amounts = list(1, 2, 3, 4, 5) volume = 5 + materials = list(MAT_GLASS = 2000) /// How long it takes to drip the contents into someone's eyes. var/mob_drip_delay = 3 SECONDS diff --git a/code/modules/reagents/reagent_containers/glass_containers.dm b/code/modules/reagents/reagent_containers/glass_containers.dm index 9de629a6acc..a172b87e52e 100644 --- a/code/modules/reagents/reagent_containers/glass_containers.dm +++ b/code/modules/reagents/reagent_containers/glass_containers.dm @@ -232,7 +232,7 @@ name = "large beaker" desc = "A large glass beaker with twice the capacity of a normal beaker." icon_state = "beakerlarge" - materials = list(MAT_GLASS=2500) + materials = list(MAT_GLASS = 2500) volume = 100 possible_transfer_amounts = list(5,10,15,25,30,50,100) @@ -241,7 +241,7 @@ desc = "A small glass vial, often used by virologists of the 25th century." icon_state = "vial" belt_icon = "vial" - materials = list(MAT_GLASS=250) + materials = list(MAT_GLASS = 250) volume = 25 possible_transfer_amounts = list(5,10,15,25) can_assembly = 0 @@ -260,7 +260,7 @@ name = "cryostasis beaker" desc = "A cryostasis beaker that allows for chemical storage without reactions." icon_state = "beakernoreact" - materials = list(MAT_METAL=3000) + materials = list(MAT_METAL = 3000) origin_tech = "materials=2;engineering=3;plasmatech=3" blocks_emissive = EMISSIVE_BLOCK_GENERIC @@ -272,7 +272,7 @@ name = "bluespace beaker" desc = "A bleeding-edge beaker that uses experimental bluespace technology to store massive quantities of liquid." icon_state = "beakerbluespace" - materials = list(MAT_GLASS=3000) + materials = list(MAT_GLASS = 3000, MAT_PLASMA = 3000, MAT_DIAMOND = 250, MAT_BLUESPACE = 250) volume = 300 possible_transfer_amounts = list(5,10,15,25,30,50,100,300) blocks_emissive = EMISSIVE_BLOCK_GENERIC @@ -296,7 +296,7 @@ desc = "Useful for moving liquids, or having a helmet in the zombie apocalypse." icon = 'icons/obj/janitor.dmi' icon_state = "bucket" - materials = list(MAT_METAL=200) + materials = list(MAT_METAL = 400) w_class = WEIGHT_CLASS_NORMAL amount_per_transfer_from_this = 20 possible_transfer_amounts = list(5,10,15,20,25,30,50,80,100,120) diff --git a/code/modules/reagents/reagent_containers/hypospray.dm b/code/modules/reagents/reagent_containers/hypospray.dm index 10c53dd86ed..bc7035498f6 100644 --- a/code/modules/reagents/reagent_containers/hypospray.dm +++ b/code/modules/reagents/reagent_containers/hypospray.dm @@ -12,6 +12,7 @@ resistance_flags = ACID_PROOF container_type = OPENCONTAINER slot_flags = ITEM_SLOT_BELT + materials = list(MAT_METAL = 500, MAT_GLASS = 500) /// If TRUE, the hypospray can inject any clothing without TRAIT_HYPOSPRAY_IMMUNE. var/penetrate_thick = FALSE /// If TRUE, the hypospray isn't blocked by suits with TRAIT_HYPOSPRAY_IMMUNE. diff --git a/code/modules/recycling/belt-placer.dm b/code/modules/recycling/belt-placer.dm index 705b41b743e..964268c9fbe 100644 --- a/code/modules/recycling/belt-placer.dm +++ b/code/modules/recycling/belt-placer.dm @@ -13,6 +13,7 @@ display_contents_with_number = TRUE use_to_pickup = TRUE origin_tech = "engineering=1" + materials = list(MAT_METAL = 5000, MAT_GLASS = 1000) /obj/item/storage/conveyor/bluespace name = "bluespace conveyor belt placer" @@ -22,6 +23,7 @@ storage_slots = 50 max_combined_w_class = 200 //50 belts origin_tech = "engineering=2;bluespace=1" + materials = list(MAT_METAL = 5000, MAT_GLASS = 1000, MAT_SILVER = 500) /obj/item/storage/conveyor/attackby__legacy__attackchain(obj/item/I, mob/user, params) //So we can link belts en masse if(istype(I, /obj/item/conveyor_switch_construct)) diff --git a/code/modules/recycling/conveyor2.dm b/code/modules/recycling/conveyor2.dm index 01c42fa8e75..f468360dcb1 100644 --- a/code/modules/recycling/conveyor2.dm +++ b/code/modules/recycling/conveyor2.dm @@ -424,6 +424,7 @@ GLOBAL_LIST_EMPTY(conveyor_switches) desc = "A conveyor belt assembly, used for the assembly of conveyor belt systems.
\ Use the assembly on the ground to finalize it.
\ Use a conveyor belt switch on the assembly to link them.
" + materials = list(MAT_METAL = 5000) w_class = WEIGHT_CLASS_BULKY var/id @@ -459,6 +460,7 @@ GLOBAL_LIST_EMPTY(conveyor_switches) Use the assembly on the ground to finalize it." icon = 'icons/obj/recycling.dmi' icon_state = "switch" + materials = list(MAT_METAL = 450, MAT_GLASS = 190) w_class = WEIGHT_CLASS_BULKY var/id diff --git a/code/modules/recycling/sortingmachinery.dm b/code/modules/recycling/sortingmachinery.dm index 8b550a301a7..cbdb0be15ce 100644 --- a/code/modules/recycling/sortingmachinery.dm +++ b/code/modules/recycling/sortingmachinery.dm @@ -272,6 +272,7 @@ w_class = WEIGHT_CLASS_TINY flags = CONDUCT slot_flags = ITEM_SLOT_BELT + materials = list(MAT_METAL = 250, MAT_GLASS = 150) ///Value of the tag var/currTag = 1 //The whole system for the sort_type var is determined based on the order of this list, diff --git a/code/modules/research/anomaly/anomaly.dm b/code/modules/research/anomaly/anomaly.dm index 4bb6f0c49c8..e335419a27b 100644 --- a/code/modules/research/anomaly/anomaly.dm +++ b/code/modules/research/anomaly/anomaly.dm @@ -84,6 +84,7 @@ desc = "An experimental suit of armour, awaiting installation of an anomaly core." icon_state = "reactiveoff" icon = 'icons/obj/clothing/suits.dmi' + materials = list(MAT_PLASMA = 8000, MAT_TITANIUM = 14000, MAT_BLUESPACE = 6000) /obj/item/reactive_armour_shell/attackby__legacy__attackchain(obj/item/I, mob/user, params) var/static/list/anomaly_armour_types = list( diff --git a/code/modules/research/designs/autolathe_designs.dm b/code/modules/research/designs/autolathe_designs.dm index b13763ab953..159601b2981 100644 --- a/code/modules/research/designs/autolathe_designs.dm +++ b/code/modules/research/designs/autolathe_designs.dm @@ -243,7 +243,7 @@ desc = "Metal + Glass" id = "rglass" build_type = AUTOLATHE | SMELTER - materials = list(MAT_METAL = 1000, MAT_GLASS = MINERAL_MATERIAL_AMOUNT) + materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT / 2, MAT_GLASS = MINERAL_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/rglass category = list("initial","Construction") maxstack = 50 @@ -261,7 +261,7 @@ name = "Compressed Matter Cartridge" id = "rcd_ammo" build_type = AUTOLATHE - materials = list(MAT_METAL = 16000, MAT_GLASS=8000) + materials = list(MAT_METAL = 16000, MAT_GLASS = 8000) build_path = /obj/item/rcd_ammo category = list("initial","Construction") @@ -405,7 +405,7 @@ name = "Cultivator" id = "cultivator" build_type = AUTOLATHE - materials = list(MAT_METAL=200) + materials = list(MAT_METAL = 200) build_path = /obj/item/cultivator category = list("initial","Miscellaneous") diff --git a/code/modules/research/designs/equipment_designs.dm b/code/modules/research/designs/equipment_designs.dm index 995af56462d..d7766b5bff5 100644 --- a/code/modules/research/designs/equipment_designs.dm +++ b/code/modules/research/designs/equipment_designs.dm @@ -211,6 +211,7 @@ build_type = PROTOLATHE materials = list(MAT_TITANIUM = 250) category = list("Equipment") + /datum/design/alienwrench name = "Alien Wrench" desc = "An advanced wrench obtained through Abductor technology." diff --git a/code/modules/research/designs/mechfabricator_designs.dm b/code/modules/research/designs/mechfabricator_designs.dm index a7eaa85149d..21911f30a19 100644 --- a/code/modules/research/designs/mechfabricator_designs.dm +++ b/code/modules/research/designs/mechfabricator_designs.dm @@ -1,13 +1,13 @@ //////////////////////////////////////// /////////// Mecha Designs ////////////// //////////////////////////////////////// -//Cyborg +// MARK: Robot limbs /datum/design/borg_suit name = "Cyborg Endoskeleton" id = "borg_suit" build_type = MECHFAB build_path = /obj/item/robot_parts/robot_suit - materials = list(MAT_METAL=15000) + materials = list(MAT_METAL = 15000) construction_time = 50 SECONDS category = list("Cyborg") @@ -16,7 +16,7 @@ id = "borg_chest" build_type = MECHFAB build_path = /obj/item/robot_parts/chest - materials = list(MAT_METAL=40000) + materials = list(MAT_METAL = 40000) construction_time = 35 SECONDS category = list("Cyborg") @@ -25,7 +25,7 @@ id = "borg_head" build_type = MECHFAB build_path = /obj/item/robot_parts/head - materials = list(MAT_METAL=5000) + materials = list(MAT_METAL = 5000) construction_time = 35 SECONDS category = list("Cyborg") @@ -34,7 +34,7 @@ id = "borg_l_arm" build_type = MECHFAB build_path = /obj/item/robot_parts/l_arm - materials = list(MAT_METAL=10000) + materials = list(MAT_METAL = 10000) construction_time = 20 SECONDS category = list("Cyborg") @@ -43,7 +43,7 @@ id = "borg_r_arm" build_type = MECHFAB build_path = /obj/item/robot_parts/r_arm - materials = list(MAT_METAL=10000) + materials = list(MAT_METAL = 10000) construction_time = 20 SECONDS category = list("Cyborg") @@ -52,7 +52,7 @@ id = "borg_l_leg" build_type = MECHFAB build_path = /obj/item/robot_parts/l_leg - materials = list(MAT_METAL=10000) + materials = list(MAT_METAL = 10000) construction_time = 20 SECONDS category = list("Cyborg") @@ -61,17 +61,17 @@ id = "borg_r_leg" build_type = MECHFAB build_path = /obj/item/robot_parts/r_leg - materials = list(MAT_METAL=10000) + materials = list(MAT_METAL = 10000) construction_time = 20 SECONDS category = list("Cyborg") -//Robot repair +// MARK: Robot repair /datum/design/borg_binary_communication name = "Cyborg Binary Communication Device" id = "borg_binary_communication" build_type = MECHFAB build_path = /obj/item/robot_parts/robot_component/binary_communication_device - materials = list(MAT_METAL=2500, MAT_GLASS=1000) + materials = list(MAT_METAL = 2500, MAT_GLASS = 1000) construction_time = 20 SECONDS category = list("Cyborg Repair") @@ -80,7 +80,7 @@ id = "borg_radio" build_type = MECHFAB build_path = /obj/item/robot_parts/robot_component/radio - materials = list(MAT_METAL=2500, MAT_GLASS=1000) + materials = list(MAT_METAL = 2500, MAT_GLASS = 1000) construction_time = 20 SECONDS category = list("Cyborg Repair") @@ -89,7 +89,7 @@ id = "borg_actuator" build_type = MECHFAB build_path = /obj/item/robot_parts/robot_component/actuator - materials = list(MAT_METAL=3500) + materials = list(MAT_METAL = 3500) construction_time = 20 SECONDS category = list("Cyborg Repair") @@ -98,7 +98,7 @@ id = "borg_diagnosis_unit" build_type = MECHFAB build_path = /obj/item/robot_parts/robot_component/diagnosis_unit - materials = list(MAT_METAL=3500) + materials = list(MAT_METAL = 3500) construction_time = 20 SECONDS category = list("Cyborg Repair") @@ -107,7 +107,7 @@ id = "borg_camera" build_type = MECHFAB build_path = /obj/item/robot_parts/robot_component/camera - materials = list(MAT_METAL=2500, MAT_GLASS=1000) + materials = list(MAT_METAL = 2500, MAT_GLASS = 1000) construction_time = 20 SECONDS category = list("Cyborg Repair") @@ -116,27 +116,27 @@ id = "borg_armor" build_type = MECHFAB build_path = /obj/item/robot_parts/robot_component/armour - materials = list(MAT_METAL=5000) + materials = list(MAT_METAL = 5000) construction_time = 20 SECONDS category = list("Cyborg Repair") -//Ripley +// MARK: Ripley /datum/design/ripley_chassis name = "Exosuit Chassis (APLU \"Ripley\")" id = "ripley_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/ripley - materials = list(MAT_METAL=20000) + materials = list(MAT_METAL = 20000) construction_time = 10 SECONDS category = list("Ripley") -//Firefighter subtype +// Firefighter subtype. /datum/design/firefighter_chassis name = "Exosuit Chassis (APLU \"Firefighter\")" id = "firefighter_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/firefighter - materials = list(MAT_METAL=20000) + materials = list(MAT_METAL = 20000) construction_time = 10 SECONDS category = list("Firefighter") @@ -145,7 +145,7 @@ id = "ripley_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/ripley_torso - materials = list(MAT_METAL=20000, MAT_GLASS=7500) + materials = list(MAT_METAL = 20000, MAT_GLASS = 7500) construction_time = 20 SECONDS category = list("Ripley","Firefighter") @@ -154,7 +154,7 @@ id = "ripley_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/ripley_left_arm - materials = list(MAT_METAL=15000) + materials = list(MAT_METAL = 15000) construction_time = 15 SECONDS category = list("Ripley","Firefighter") @@ -163,7 +163,7 @@ id = "ripley_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/ripley_right_arm - materials = list(MAT_METAL=15000) + materials = list(MAT_METAL = 15000) construction_time = 15 SECONDS category = list("Ripley","Firefighter") @@ -172,7 +172,7 @@ id = "ripley_left_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/ripley_left_leg - materials = list(MAT_METAL=15000) + materials = list(MAT_METAL = 15000) construction_time = 15 SECONDS category = list("Ripley","Firefighter") @@ -181,17 +181,17 @@ id = "ripley_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/ripley_right_leg - materials = list(MAT_METAL=15000) + materials = list(MAT_METAL = 15000) construction_time = 15 SECONDS category = list("Ripley","Firefighter") -//Odysseus +// MARK: Odysseus /datum/design/odysseus_chassis name = "Exosuit Chassis (\"Odysseus\")" id = "odysseus_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/odysseus - materials = list(MAT_METAL=20000) + materials = list(MAT_METAL = 20000) construction_time = 10 SECONDS category = list("Odysseus") @@ -200,7 +200,7 @@ id = "odysseus_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_torso - materials = list(MAT_METAL=12000) + materials = list(MAT_METAL = 12000) construction_time = 18 SECONDS category = list("Odysseus") @@ -209,7 +209,7 @@ id = "odysseus_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_head - materials = list(MAT_METAL=6000,MAT_GLASS=10000) + materials = list(MAT_METAL = 6000,MAT_GLASS = 10000) construction_time = 10 SECONDS category = list("Odysseus") @@ -218,7 +218,7 @@ id = "odysseus_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_left_arm - materials = list(MAT_METAL=6000) + materials = list(MAT_METAL = 6000) construction_time = 12 SECONDS category = list("Odysseus") @@ -227,7 +227,7 @@ id = "odysseus_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_right_arm - materials = list(MAT_METAL=6000) + materials = list(MAT_METAL = 6000) construction_time = 12 SECONDS category = list("Odysseus") @@ -236,7 +236,7 @@ id = "odysseus_left_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_left_leg - materials = list(MAT_METAL=7000) + materials = list(MAT_METAL = 7000) construction_time = 13 SECONDS category = list("Odysseus") @@ -245,17 +245,17 @@ id = "odysseus_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_right_leg - materials = list(MAT_METAL=7000) + materials = list(MAT_METAL = 7000) construction_time = 13 SECONDS category = list("Odysseus") -//Nkarrdem +// MARK: Nkarrdem /datum/design/nkarrdem_chassis name = "Exosuit Chassis (\"Nkarrdem\")" id = "nkarrdem_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/nkarrdem - materials = list(MAT_METAL=20000) + materials = list(MAT_METAL = 20000) construction_time = 10 SECONDS category = list("Nkarrdem") @@ -264,7 +264,7 @@ id = "nkarrdem_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/nkarrdem_torso - materials = list(MAT_METAL=12000) + materials = list(MAT_METAL = 12000) construction_time = 18 SECONDS category = list("Nkarrdem") @@ -273,7 +273,7 @@ id = "nkarrdem_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/nkarrdem_head - materials = list(MAT_METAL=6000,MAT_GLASS=10000) + materials = list(MAT_METAL = 6000, MAT_GLASS = 10000) construction_time = 10 SECONDS category = list("Nkarrdem") @@ -282,7 +282,7 @@ id = "nkarrdem_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/nkarrdem_left_arm - materials = list(MAT_METAL=6000) + materials = list(MAT_METAL = 6000) construction_time = 12 SECONDS category = list("Nkarrdem") @@ -291,7 +291,7 @@ id = "nkarrdem_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/nkarrdem_right_arm - materials = list(MAT_METAL=6000) + materials = list(MAT_METAL = 6000) construction_time = 12 SECONDS category = list("Nkarrdem") @@ -300,7 +300,7 @@ id = "nkarrdem_left_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/nkarrdem_left_leg - materials = list(MAT_METAL=12000) + materials = list(MAT_METAL = 12000) construction_time = 13 SECONDS category = list("Nkarrdem") @@ -309,17 +309,17 @@ id = "nkarrdem_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/nkarrdem_right_leg - materials = list(MAT_METAL=12000) + materials = list(MAT_METAL = 12000) construction_time = 13 SECONDS category = list("Nkarrdem") -//Gygax +// MARK: Gygax /datum/design/gygax_chassis name = "Exosuit Chassis (\"Gygax\")" id = "gygax_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/gygax - materials = list(MAT_METAL=20000) + materials = list(MAT_METAL = 20000) construction_time = 10 SECONDS category = list("Gygax") @@ -328,7 +328,7 @@ id = "gygax_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_torso - materials = list(MAT_METAL=20000,MAT_GLASS=10000,MAT_DIAMOND=2000) + materials = list(MAT_METAL = 20000, MAT_GLASS = 10000, MAT_DIAMOND = 2000) construction_time = 30 SECONDS category = list("Gygax") @@ -337,7 +337,7 @@ id = "gygax_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_head - materials = list(MAT_METAL=10000,MAT_GLASS=5000, MAT_DIAMOND=2000) + materials = list(MAT_METAL = 10000, MAT_GLASS = 5000, MAT_DIAMOND = 2000) construction_time = 20 SECONDS category = list("Gygax") @@ -346,7 +346,7 @@ id = "gygax_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_left_arm - materials = list(MAT_METAL=15000, MAT_DIAMOND=1000) + materials = list(MAT_METAL = 15000, MAT_DIAMOND = 1000) construction_time = 20 SECONDS category = list("Gygax") @@ -355,7 +355,7 @@ id = "gygax_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_right_arm - materials = list(MAT_METAL=15000, MAT_DIAMOND=1000) + materials = list(MAT_METAL = 15000, MAT_DIAMOND = 1000) construction_time = 20 SECONDS category = list("Gygax") @@ -364,7 +364,7 @@ id = "gygax_left_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_left_leg - materials = list(MAT_METAL=15000, MAT_DIAMOND=2000) + materials = list(MAT_METAL = 15000, MAT_DIAMOND = 2000) construction_time = 20 SECONDS category = list("Gygax") @@ -373,7 +373,7 @@ id = "gygax_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_right_leg - materials = list(MAT_METAL=15000, MAT_DIAMOND=2000) + materials = list(MAT_METAL = 15000, MAT_DIAMOND = 2000) construction_time = 20 SECONDS category = list("Gygax") @@ -382,17 +382,17 @@ id = "gygax_armor" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_armour - materials = list(MAT_METAL=15000,MAT_DIAMOND=10000,MAT_TITANIUM=10000) + materials = list(MAT_METAL = 15000, MAT_DIAMOND = 10000, MAT_TITANIUM = 10000) construction_time = 60 SECONDS category = list("Gygax") -//Durand +// MARK: Durand /datum/design/durand_chassis name = "Exosuit Chassis (\"Durand\")" id = "durand_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/durand - materials = list(MAT_METAL=25000) + materials = list(MAT_METAL = 25000) construction_time = 10 SECONDS category = list("Durand") @@ -401,7 +401,7 @@ id = "durand_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_torso - materials = list(MAT_METAL=25000,MAT_GLASS=10000,MAT_SILVER=10000) + materials = list(MAT_METAL = 25000, MAT_GLASS = 10000, MAT_SILVER = 10000) construction_time = 30 SECONDS category = list("Durand") @@ -410,7 +410,7 @@ id = "durand_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_head - materials = list(MAT_METAL=10000,MAT_GLASS=15000,MAT_SILVER=2000) + materials = list(MAT_METAL = 10000, MAT_GLASS = 15000, MAT_SILVER = 2000) construction_time = 20 SECONDS category = list("Durand") @@ -419,7 +419,7 @@ id = "durand_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_left_arm - materials = list(MAT_METAL=10000,MAT_SILVER=4000) + materials = list(MAT_METAL = 10000, MAT_SILVER = 4000) construction_time = 20 SECONDS category = list("Durand") @@ -428,7 +428,7 @@ id = "durand_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_right_arm - materials = list(MAT_METAL=10000,MAT_SILVER=4000) + materials = list(MAT_METAL = 10000, MAT_SILVER = 4000) construction_time = 20 SECONDS category = list("Durand") @@ -437,7 +437,7 @@ id = "durand_left_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_left_leg - materials = list(MAT_METAL=15000,MAT_SILVER=4000) + materials = list(MAT_METAL = 15000, MAT_SILVER = 4000) construction_time = 20 SECONDS category = list("Durand") @@ -446,7 +446,7 @@ id = "durand_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_right_leg - materials = list(MAT_METAL=15000,MAT_SILVER=4000) + materials = list(MAT_METAL = 15000, MAT_SILVER = 4000) construction_time = 20 SECONDS category = list("Durand") @@ -455,17 +455,17 @@ id = "durand_armor" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_armor - materials = list(MAT_METAL=30000,MAT_URANIUM=25000,MAT_TITANIUM=20000) + materials = list(MAT_METAL = 30000, MAT_URANIUM = 25000, MAT_TITANIUM = 20000) construction_time = 60 SECONDS category = list("Durand") -//H.O.N.K +// MARK: H.O.N.K /datum/design/honk_chassis name = "Exosuit Chassis (\"H.O.N.K\")" id = "honk_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/honker - materials = list(MAT_METAL=20000) + materials = list(MAT_METAL = 20000) construction_time = 10 SECONDS category = list("H.O.N.K") @@ -474,7 +474,7 @@ id = "honk_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/honker_torso - materials = list(MAT_METAL=20000,MAT_GLASS=10000,MAT_BANANIUM=10000) + materials = list(MAT_METAL = 20000, MAT_GLASS = 10000, MAT_BANANIUM = 10000) construction_time = 30 SECONDS category = list("H.O.N.K") @@ -483,7 +483,7 @@ id = "honk_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/honker_head - materials = list(MAT_METAL=10000,MAT_GLASS=5000,MAT_BANANIUM=5000) + materials = list(MAT_METAL = 10000, MAT_GLASS = 5000, MAT_BANANIUM = 5000) construction_time = 20 SECONDS category = list("H.O.N.K") @@ -492,7 +492,7 @@ id = "honk_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/honker_left_arm - materials = list(MAT_METAL=15000,MAT_BANANIUM=5000) + materials = list(MAT_METAL = 15000, MAT_BANANIUM = 5000) construction_time = 20 SECONDS category = list("H.O.N.K") @@ -501,7 +501,7 @@ id = "honk_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/honker_right_arm - materials = list(MAT_METAL=15000,MAT_BANANIUM=5000) + materials = list(MAT_METAL = 15000, MAT_BANANIUM = 5000) construction_time = 20 SECONDS category = list("H.O.N.K") @@ -510,7 +510,7 @@ id = "honk_left_leg" build_type = MECHFAB build_path =/obj/item/mecha_parts/part/honker_left_leg - materials = list(MAT_METAL=20000,MAT_BANANIUM=5000) + materials = list(MAT_METAL = 20000, MAT_BANANIUM = 5000) construction_time = 20 SECONDS category = list("H.O.N.K") @@ -519,17 +519,17 @@ id = "honk_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/honker_right_leg - materials = list(MAT_METAL=20000,MAT_BANANIUM=5000) + materials = list(MAT_METAL = 20000, MAT_BANANIUM = 5000) construction_time = 20 SECONDS category = list("H.O.N.K") -//Reticence +// MARK: Reticence /datum/design/reticence_chassis name = "Exosuit Chassis (\"Reticence\")" id = "reticence_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/reticence - materials = list(MAT_METAL=20000) + materials = list(MAT_METAL = 20000) construction_time = 10 SECONDS category = list("Reticence") @@ -538,7 +538,7 @@ id = "reticence_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/reticence_torso - materials = list(MAT_METAL=20000,MAT_GLASS=10000,MAT_TRANQUILLITE=10000) + materials = list(MAT_METAL = 20000, MAT_GLASS = 10000, MAT_TRANQUILLITE = 10000) construction_time = 30 SECONDS category = list("Reticence") @@ -547,7 +547,7 @@ id = "reticence_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/reticence_head - materials = list(MAT_METAL=10000,MAT_GLASS=5000,MAT_TRANQUILLITE=5000) + materials = list(MAT_METAL = 10000, MAT_GLASS = 5000, MAT_TRANQUILLITE = 5000) construction_time = 20 SECONDS category = list("Reticence") @@ -556,7 +556,7 @@ id = "reticence_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/reticence_left_arm - materials = list(MAT_METAL=15000,MAT_TRANQUILLITE=5000) + materials = list(MAT_METAL = 15000, MAT_TRANQUILLITE = 5000) construction_time = 20 SECONDS category = list("Reticence") @@ -565,7 +565,7 @@ id = "reticence_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/reticence_right_arm - materials = list(MAT_METAL=15000,MAT_TRANQUILLITE=5000) + materials = list(MAT_METAL = 15000, MAT_TRANQUILLITE = 5000) construction_time = 20 SECONDS category = list("Reticence") @@ -574,7 +574,7 @@ id = "reticence_left_leg" build_type = MECHFAB build_path =/obj/item/mecha_parts/part/reticence_left_leg - materials = list(MAT_METAL=20000,MAT_TRANQUILLITE=5000) + materials = list(MAT_METAL = 20000, MAT_TRANQUILLITE = 5000) construction_time = 20 SECONDS category = list("Reticence") @@ -583,17 +583,17 @@ id = "reticence_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/reticence_right_leg - materials = list(MAT_METAL=20000,MAT_TRANQUILLITE=5000) + materials = list(MAT_METAL = 20000, MAT_TRANQUILLITE = 5000) construction_time = 20 SECONDS category = list("Reticence") -//Phazon +// MARK: Phazon /datum/design/phazon_chassis name = "Exosuit Chassis (\"Phazon\")" id = "phazon_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/phazon - materials = list(MAT_METAL=20000) + materials = list(MAT_METAL = 20000) construction_time = 10 SECONDS category = list("Phazon") @@ -602,7 +602,7 @@ id = "phazon_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_torso - materials = list(MAT_METAL=35000,MAT_GLASS=10000,MAT_PLASMA=20000) + materials = list(MAT_METAL = 35000, MAT_GLASS = 10000, MAT_PLASMA = 20000) construction_time = 30 SECONDS category = list("Phazon") @@ -611,7 +611,7 @@ id = "phazon_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_head - materials = list(MAT_METAL=15000,MAT_GLASS=5000,MAT_PLASMA=10000) + materials = list(MAT_METAL = 15000, MAT_GLASS = 5000, MAT_PLASMA = 10000) construction_time = 20 SECONDS category = list("Phazon") @@ -620,7 +620,7 @@ id = "phazon_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_left_arm - materials = list(MAT_METAL=20000,MAT_PLASMA=10000) + materials = list(MAT_METAL = 20000, MAT_PLASMA = 10000) construction_time = 20 SECONDS category = list("Phazon") @@ -629,7 +629,7 @@ id = "phazon_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_right_arm - materials = list(MAT_METAL=20000,MAT_PLASMA=10000) + materials = list(MAT_METAL = 20000, MAT_PLASMA = 10000) construction_time = 20 SECONDS category = list("Phazon") @@ -638,7 +638,7 @@ id = "phazon_left_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_left_leg - materials = list(MAT_METAL=20000,MAT_PLASMA=10000) + materials = list(MAT_METAL = 20000, MAT_PLASMA = 10000) construction_time = 20 SECONDS category = list("Phazon") @@ -647,7 +647,7 @@ id = "phazon_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_right_leg - materials = list(MAT_METAL=20000,MAT_PLASMA=10000) + materials = list(MAT_METAL = 20000, MAT_PLASMA = 10000) construction_time = 20 SECONDS category = list("Phazon") @@ -656,17 +656,17 @@ id = "phazon_armor" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_armor - materials = list(MAT_METAL=25000,MAT_PLASMA=20000,MAT_TITANIUM=20000) + materials = list(MAT_METAL = 25000, MAT_PLASMA = 20000, MAT_TITANIUM = 20000) construction_time = 30 SECONDS category = list("Phazon") -//Exosuit Equipment +// MARK: Equipment /datum/design/mech_cable_layer name = "Exosuit Engineering Equipment (Cable Layer)" id = "mech_cable_layer" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/cable_layer - materials = list(MAT_METAL=10000) + materials = list(MAT_METAL = 10000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -675,7 +675,7 @@ id = "mech_drill" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/drill - materials = list(MAT_METAL=10000) + materials = list(MAT_METAL = 10000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -684,7 +684,7 @@ id = "mech_crusher" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/mech_crusher - materials = list(MAT_METAL= 23000, MAT_TITANIUM = 8000) + materials = list(MAT_METAL = 23000, MAT_TITANIUM = 8000) construction_time = 25 SECONDS category = list("Exosuit Equipment") @@ -693,7 +693,7 @@ id = "mech_extinguisher" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/extinguisher - materials = list(MAT_METAL=10000) + materials = list(MAT_METAL = 10000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -702,7 +702,7 @@ id = "mech_hydraulic_clamp" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/hydraulic_clamp - materials = list(MAT_METAL=10000) + materials = list(MAT_METAL = 10000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -712,7 +712,7 @@ build_type = MECHFAB req_tech = list("biotech" = 3, "engineering" = 3, "plasmatech" = 2) build_path = /obj/item/mecha_parts/mecha_equipment/medical/sleeper - materials = list(MAT_METAL=5000,MAT_GLASS=10000) + materials = list(MAT_METAL = 5000, MAT_GLASS = 10000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -722,7 +722,7 @@ build_type = MECHFAB req_tech = list("magnets" = 4,"biotech" = 4, "combat" = 3, "materials" = 4) build_path = /obj/item/mecha_parts/mecha_equipment/medical/syringe_gun - materials = list(MAT_METAL=3000,MAT_GLASS=2000) + materials = list(MAT_METAL = 3000, MAT_GLASS = 2000) construction_time = 20 SECONDS category = list("Exosuit Equipment") @@ -732,7 +732,7 @@ build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/medical/rescue_jaw req_tech = list("materials" = 4, "engineering" = 6, "magnets" = 6) //now same as jaws of life - materials = list(MAT_METAL=5000,MAT_SILVER=2000,MAT_TITANIUM=1500) + materials = list(MAT_METAL = 5000, MAT_SILVER = 2000, MAT_TITANIUM = 1500) construction_time = 20 SECONDS category = list("Exosuit Equipment") @@ -742,7 +742,7 @@ build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/medical/mechmedbeam req_tech = list("combat" = 5, "materials" = 7, "powerstorage" = 7, "biotech" = 7) - materials = list(MAT_METAL=15000,MAT_GLASS=8000,MAT_PLASMA=3000,MAT_GOLD=8000,MAT_DIAMOND=2000) + materials = list(MAT_METAL = 15000, MAT_GLASS = 8000, MAT_PLASMA = 3000, MAT_GOLD = 8000, MAT_DIAMOND = 2000) construction_time = 20 SECONDS category = list("Exosuit Equipment") @@ -752,7 +752,7 @@ build_type = MECHFAB req_tech = list("materials" = 4, "engineering" = 3) build_path = /obj/item/mecha_parts/mecha_equipment/janitor/mega_mop - materials = list(MAT_METAL=5000,MAT_GLASS=3000) + materials = list(MAT_METAL = 5000, MAT_GLASS = 3000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -762,7 +762,7 @@ build_type = MECHFAB req_tech = list("materials" = 5, "bluespace" = 4, "engineering" = 4, "plasmatech" = 3) build_path = /obj/item/mecha_parts/mecha_equipment/janitor/garbage_magnet - materials = list(MAT_METAL=1500,MAT_GOLD=1500,MAT_URANIUM=700,MAT_PLASMA=2000) + materials = list(MAT_METAL = 1500, MAT_GOLD = 1500, MAT_URANIUM = 700, MAT_PLASMA = 2000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -772,7 +772,7 @@ build_type = MECHFAB req_tech = list("biotech" = 5, "engineering" = 6, "plasmatech" = 6) build_path = /obj/item/mecha_parts/mecha_equipment/janitor/mega_spray - materials = list(MAT_METAL=1000,MAT_GLASS=4000,MAT_GOLD=1000,MAT_PLASMA=3000) + materials = list(MAT_METAL = 1000, MAT_GLASS = 4000, MAT_GOLD = 1000, MAT_PLASMA = 3000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -782,7 +782,7 @@ build_type = MECHFAB req_tech = list("bluespace" = 7, "materials" = 5, "engineering" = 6, "plasmatech" = 6) build_path = /obj/item/mecha_parts/mecha_equipment/janitor/light_replacer - materials = list(MAT_METAL=1500,MAT_SILVER=150,MAT_GLASS=6000,MAT_BLUESPACE=300) + materials = list(MAT_METAL = 1500, MAT_SILVER = 150, MAT_GLASS = 6000, MAT_BLUESPACE = 300) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -792,7 +792,7 @@ build_type = MECHFAB req_tech = list("toxins" = 7, "engineering" = 7, "plasmatech" = 6, "combat" = 6) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/cleaner - materials = list(MAT_METAL=5000,MAT_GLASS=3000,MAT_SILVER=4000,MAT_GOLD=6000) + materials = list(MAT_METAL = 5000, MAT_GLASS = 3000, MAT_SILVER = 4000, MAT_GOLD = 6000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -801,7 +801,7 @@ id = "mech_generator" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/generator - materials = list(MAT_METAL=10000,MAT_GLASS=1000,MAT_SILVER=2000,MAT_PLASMA=5000) + materials = list(MAT_METAL = 10000, MAT_GLASS = 1000, MAT_SILVER = 2000, MAT_PLASMA = 5000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -811,7 +811,7 @@ build_type = MECHFAB req_tech = list("combat" = 3) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/disabler - materials = list(MAT_METAL=10000) + materials = list(MAT_METAL = 10000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -821,7 +821,7 @@ build_type = MECHFAB req_tech = list("combat" = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg - materials = list(MAT_METAL=10000) + materials = list(MAT_METAL = 10000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -830,7 +830,7 @@ id = "mech_banana_mortar" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar - materials = list(MAT_METAL=20000,MAT_BANANIUM=5000) + materials = list(MAT_METAL = 20000, MAT_BANANIUM = 5000) construction_time = 30 SECONDS category = list("Exosuit Equipment") @@ -839,7 +839,7 @@ id = "mech_honker" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/honker - materials = list(MAT_METAL=20000,MAT_BANANIUM=10000) + materials = list(MAT_METAL = 20000, MAT_BANANIUM = 10000) construction_time = 50 SECONDS category = list("Exosuit Equipment") @@ -848,7 +848,7 @@ id = "mech_mousetrap_mortar" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/mousetrap_mortar - materials = list(MAT_METAL=20000,MAT_BANANIUM=5000) + materials = list(MAT_METAL = 20000, MAT_BANANIUM = 5000) construction_time = 30 SECONDS category = list("Exosuit Equipment") @@ -857,7 +857,7 @@ id = "mech_silentgun" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine/silenced - materials = list(MAT_METAL=20000,MAT_TRANQUILLITE=10000) + materials = list(MAT_METAL = 20000, MAT_TRANQUILLITE = 10000) construction_time = 50 SECONDS category = list("Exosuit Equipment") @@ -867,7 +867,7 @@ id = "mech_mrcd" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/mimercd - materials = list(MAT_METAL=30000,MAT_TRANQUILLITE=10000) + materials = list(MAT_METAL = 30000, MAT_TRANQUILLITE = 10000) construction_time = 70 SECONDS category = list("Exosuit Equipment") @@ -879,7 +879,7 @@ build_type = MECHFAB req_tech = list("materials" = 5, "engineering" = 4) build_path = /obj/item/mecha_parts/mecha_equipment/drill/diamonddrill - materials = list(MAT_METAL=10000,MAT_DIAMOND=6500) + materials = list(MAT_METAL = 10000, MAT_DIAMOND = 6500) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -888,7 +888,7 @@ id = "mech_mscanner" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/mining_scanner - materials = list(MAT_METAL=5000,MAT_GLASS=2500) + materials = list(MAT_METAL = 5000, MAT_GLASS = 2500) construction_time = 5 SECONDS category = list("Exosuit Equipment") @@ -899,7 +899,7 @@ build_type = MECHFAB req_tech = list("powerstorage"= 5, "engineering" = 4, "materials" = 3) build_path = /obj/item/mecha_parts/mecha_equipment/generator/nuclear - materials = list(MAT_METAL=10000,MAT_GLASS=1000,MAT_SILVER=500) + materials = list(MAT_METAL = 10000, MAT_GLASS = 1000, MAT_SILVER = 500) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -910,7 +910,7 @@ build_type = MECHFAB req_tech = list("bluespace" = 4, "magnets" = 3, "engineering" = 4) build_path = /obj/item/mecha_parts/mecha_equipment/gravcatapult - materials = list(MAT_METAL=10000) + materials = list(MAT_METAL = 10000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -921,7 +921,7 @@ build_type = MECHFAB req_tech = list("materials" = 5, "bluespace" = 3, "magnets" = 4, "powerstorage"=4, "engineering" = 5) build_path = /obj/item/mecha_parts/mecha_equipment/rcd - materials = list(MAT_METAL=30000,MAT_GOLD=20000,MAT_PLASMA=25000,MAT_SILVER=20000) + materials = list(MAT_METAL = 30000, MAT_GOLD = 20000, MAT_PLASMA = 25000, MAT_SILVER = 20000) construction_time = 120 SECONDS category = list("Exosuit Equipment") @@ -932,7 +932,7 @@ build_type = MECHFAB req_tech = list("materials" = 5, "combat" = 5, "engineering"=3) build_path = /obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster - materials = list(MAT_METAL=20000,MAT_SILVER=5000) + materials = list(MAT_METAL = 20000, MAT_SILVER = 5000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -943,7 +943,7 @@ build_type = MECHFAB req_tech = list("materials" = 5, "combat" = 5, "engineering"=3) build_path = /obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster - materials = list(MAT_METAL=20000,MAT_GOLD=5000) + materials = list(MAT_METAL = 20000, MAT_GOLD = 5000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -976,7 +976,7 @@ build_type = MECHFAB req_tech = list("magnets" = 3, "programming" = 3, "engineering" = 5) build_path = /obj/item/mecha_parts/mecha_equipment/repair_droid - materials = list(MAT_METAL=10000,MAT_GLASS=5000,MAT_GOLD=1000,MAT_SILVER=2000) + materials = list(MAT_METAL = 10000, MAT_GLASS = 5000, MAT_GOLD = 1000, MAT_SILVER = 2000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -987,7 +987,7 @@ build_type = MECHFAB req_tech = list("combat"= 5, "materials" = 5, "syndicate" = 3) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/clusterbang - materials = list(MAT_METAL=20000,MAT_GOLD=10000,MAT_URANIUM=10000) + materials = list(MAT_METAL = 20000, MAT_GOLD = 10000, MAT_URANIUM = 10000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -1008,7 +1008,7 @@ build_type = MECHFAB req_tech = list("combat" = 3) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/bola - materials = list(MAT_METAL=10000) + materials = list(MAT_METAL = 10000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -1019,7 +1019,7 @@ build_type = MECHFAB req_tech = list("bluespace" = 8, "magnets" = 5) build_path = /obj/item/mecha_parts/mecha_equipment/teleporter - materials = list(MAT_METAL=10000,MAT_DIAMOND=10000) + materials = list(MAT_METAL = 10000, MAT_DIAMOND = 10000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -1030,11 +1030,11 @@ build_type = MECHFAB req_tech = list("magnets" = 4, "powerstorage" = 5, "engineering" = 4) build_path = /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay - materials = list(MAT_METAL=10000,MAT_GLASS=2000,MAT_GOLD=2000,MAT_SILVER=3000) + materials = list(MAT_METAL = 10000, MAT_GLASS = 2000, MAT_GOLD = 2000, MAT_SILVER = 3000) construction_time = 10 SECONDS category = list("Exosuit Equipment") -// Exosuit Weapons +// MARK: Weapons /datum/design/mech_laser_heavy name = "Exosuit Weapon (CH-LC \"Solaris\" Laser Cannon)" desc = "Allows for the construction of CH-LC Laser Cannon." @@ -1042,7 +1042,7 @@ build_type = MECHFAB req_tech = list("combat" = 4, "magnets" = 4, "engineering" = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy - materials = list(MAT_METAL=10000) + materials = list(MAT_METAL = 10000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -1053,7 +1053,7 @@ build_type = MECHFAB req_tech = list("combat" = 3, "magnets" = 3, "engineering" = 3) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser - materials = list(MAT_METAL=10000) + materials = list(MAT_METAL = 10000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -1064,7 +1064,7 @@ build_type = MECHFAB req_tech = list("combat" = 5, "materials" = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine - materials = list(MAT_METAL=10000) + materials = list(MAT_METAL = 10000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -1075,7 +1075,7 @@ build_type = MECHFAB req_tech = list("combat" = 4, "syndicate" = 3) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot - materials = list(MAT_METAL=10000) + materials = list(MAT_METAL = 10000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -1086,7 +1086,7 @@ build_type = MECHFAB req_tech = list("combat" = 6, "materials" = 5) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/shotgun_disabler - materials = list(MAT_METAL=10000,MAT_SILVER=6000) + materials = list(MAT_METAL = 10000, MAT_SILVER = 6000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -1097,7 +1097,7 @@ build_type = MECHFAB req_tech = list("combat" = 6, "materials" = 5) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/shotgun_laser - materials = list(MAT_METAL=10000,MAT_GOLD=6000) + materials = list(MAT_METAL = 10000, MAT_GOLD = 6000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -1108,7 +1108,7 @@ build_type = MECHFAB req_tech = list("combat" = 6, "magnets" = 5, "materials" = 5) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/ion - materials = list(MAT_METAL=20000,MAT_SILVER=6000,MAT_URANIUM=2000) + materials = list(MAT_METAL = 20000, MAT_SILVER = 6000, MAT_URANIUM = 2000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -1119,7 +1119,7 @@ build_type = MECHFAB req_tech = list("combat" = 4, "engineering" = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang - materials = list(MAT_METAL=22000,MAT_GOLD=6000,MAT_SILVER=8000) + materials = list(MAT_METAL = 22000, MAT_GOLD = 6000, MAT_SILVER = 8000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -1130,7 +1130,7 @@ build_type = MECHFAB req_tech = list("combat" = 6, "materials" = 5, "engineering" = 5) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack - materials = list(MAT_METAL=22000,MAT_GOLD=6000,MAT_SILVER=8000) + materials = list(MAT_METAL = 22000, MAT_GOLD = 6000,MAT_SILVER = 8000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -1152,7 +1152,7 @@ build_type = MECHFAB req_tech = list("combat" = 6, "magnets" = 5, "materials" = 5) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/tesla - materials = list(MAT_METAL=20000,MAT_SILVER=8000) + materials = list(MAT_METAL = 20000, MAT_SILVER = 8000) construction_time = 10 SECONDS category = list("Exosuit Equipment") @@ -1178,14 +1178,13 @@ construction_time = 10 SECONDS category = list("Exosuit Equipment") -// Cyborg Upgrades - +//MARK: Cyborg Upgrades /datum/design/borg_upgrade_reset name = "Cyborg Upgrade Module (Module Reset)" id = "borg_upgrade_reset" build_type = MECHFAB build_path = /obj/item/borg/upgrade/reset - materials = list(MAT_METAL=10000) + materials = list(MAT_METAL = 10000) construction_time = 12 SECONDS category = list("Cyborg Upgrades") @@ -1194,7 +1193,7 @@ id = "borg_upgrade_rename" build_type = MECHFAB build_path = /obj/item/borg/upgrade/rename - materials = list(MAT_METAL=35000) + materials = list(MAT_METAL = 35000) construction_time = 12 SECONDS category = list("Cyborg Upgrades") @@ -1203,7 +1202,7 @@ id = "borg_upgrade_restart" build_type = MECHFAB build_path = /obj/item/borg/upgrade/restart - materials = list(MAT_METAL=60000 , MAT_GLASS=5000) + materials = list(MAT_METAL = 60000 , MAT_GLASS = 5000) construction_time = 12 SECONDS category = list("Cyborg Upgrades") @@ -1213,7 +1212,7 @@ build_type = MECHFAB build_path = /obj/item/borg/upgrade/vtec req_tech = list("engineering" = 4, "materials" = 5, "programming" = 4) - materials = list(MAT_METAL=80000 , MAT_GLASS=6000 , MAT_URANIUM= 5000) + materials = list(MAT_METAL = 80000 , MAT_GLASS = 6000 , MAT_URANIUM = 5000) construction_time = 12 SECONDS category = list("Cyborg Upgrades") @@ -1223,7 +1222,7 @@ build_type = MECHFAB build_path = /obj/item/borg/upgrade/thrusters req_tech = list("engineering" = 4, "powerstorage" = 4) - materials = list(MAT_METAL=10000, MAT_PLASMA=5000, MAT_URANIUM = 6000) + materials = list(MAT_METAL = 10000, MAT_PLASMA = 5000, MAT_URANIUM = 6000) construction_time = 12 SECONDS category = list("Cyborg Upgrades") @@ -1233,7 +1232,7 @@ build_type = MECHFAB build_path = /obj/item/borg/upgrade/ddrill req_tech = list("engineering" = 5, "materials" = 6) - materials = list(MAT_METAL=10000, MAT_DIAMOND=2000) + materials = list(MAT_METAL = 10000, MAT_DIAMOND = 2000) construction_time = 12 SECONDS category = list("Cyborg Upgrades") @@ -1292,7 +1291,7 @@ build_type = MECHFAB req_tech = list("combat" = 7, "programming" = 7, "syndicate" = 4) build_path = /obj/item/borg/upgrade/syndicate - materials = list(MAT_METAL=10000,MAT_GLASS=15000,MAT_DIAMOND = 10000) + materials = list(MAT_METAL = 10000, MAT_GLASS = 15000, MAT_DIAMOND = 10000) construction_time = 12 SECONDS category = list("Cyborg Upgrades") @@ -1302,7 +1301,7 @@ build_type = MECHFAB build_path = /obj/item/borg/upgrade/selfrepair req_tech = list("materials" = 4, "engineering" = 4) - materials = list(MAT_METAL=15000, MAT_GLASS=15000) + materials = list(MAT_METAL = 15000, MAT_GLASS = 15000) construction_time = 12 SECONDS category = list("Cyborg Upgrades") @@ -1376,14 +1375,13 @@ construction_time = 12 SECONDS category = list("Cyborg Upgrades") -// IPC - +// MARK: IPC /datum/design/ipc_head name = "IPC Head" id = "ipc_head" build_type = MECHFAB build_path = /obj/item/organ/external/head/ipc - materials = list(MAT_METAL=15000, MAT_GLASS=5000) + materials = list(MAT_METAL = 15000, MAT_GLASS = 5000) construction_time = 35 SECONDS category = list("IPC") @@ -1401,7 +1399,7 @@ id = "ipc_cell" build_type = MECHFAB build_path = /obj/item/organ/internal/cell - materials = list(MAT_METAL=2000, MAT_GLASS=750) + materials = list(MAT_METAL = 2000, MAT_GLASS = 750) construction_time = 20 SECONDS category = list("IPC") @@ -1410,7 +1408,7 @@ id = "ipc_cahrger" build_type = MECHFAB build_path = /obj/item/organ/internal/cyberimp/arm/power_cord - materials = list(MAT_METAL=2000, MAT_GLASS=1000) + materials = list(MAT_METAL = 2000, MAT_GLASS = 1000) construction_time = 20 SECONDS category = list("IPC") @@ -1419,7 +1417,7 @@ id = "ipc_optics" build_type = MECHFAB build_path = /obj/item/organ/internal/eyes/optical_sensor - materials = list(MAT_METAL=1000, MAT_GLASS=2500) + materials = list(MAT_METAL = 1000, MAT_GLASS = 2500) construction_time = 20 SECONDS category = list("IPC") @@ -1432,8 +1430,7 @@ construction_time = 20 SECONDS category = list("IPC") -// IPC Upgrades - +// MARK: IPC Upgrades /datum/design/raiden_implant name = "Reactive Repair Implant" desc = "This implant reworks the IPC frame, in order to incorporate materials that return to their original shape after being damaged. Requires power to function." @@ -1506,7 +1503,7 @@ id = "mecha_tracking" build_type = MECHFAB build_path =/obj/item/mecha_parts/mecha_tracking - materials = list(MAT_METAL=500) + materials = list(MAT_METAL = 500) construction_time = 5 SECONDS category = list("Misc") diff --git a/code/modules/research/designs/medical_designs.dm b/code/modules/research/designs/medical_designs.dm index effab826189..91d8f3efd04 100644 --- a/code/modules/research/designs/medical_designs.dm +++ b/code/modules/research/designs/medical_designs.dm @@ -2,6 +2,16 @@ ////////////Medical Tools//////////////// ///////////////////////////////////////// +/datum/design/reagent_scanner + name = "Reagent Scanner" + desc = "A device for identifying chemicals." + id = "reagent_scanner" + req_tech = list("magnets" = 2, "plasmatech" = 2) + build_type = PROTOLATHE + materials = list(MAT_METAL = 300, MAT_GLASS = 200) + build_path = /obj/item/reagent_scanner + category = list("Medical") + /datum/design/adv_reagent_scanner name = "Advanced Reagent Scanner" desc = "A device for identifying chemicals and their proportions." @@ -207,16 +217,6 @@ build_path = /obj/item/stack/synthetic_skin/level_3 category = list("Medical") -/datum/design/reagent_scanner - name = "Reagent Scanner" - desc = "A device for identifying chemicals." - id = "reagent_scanner" - req_tech = list("magnets" = 2, "plasmatech" = 2) - build_type = PROTOLATHE - materials = list(MAT_METAL = 300, MAT_GLASS = 200) - build_path = /obj/item/reagent_scanner - category = list("Medical") - /datum/design/scalpel_laser1 name = "Basic Laser Scalpel" desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks basic and could be improved." diff --git a/code/modules/research/designs/misc_designs.dm b/code/modules/research/designs/misc_designs.dm index 8747c85096f..df741781b63 100644 --- a/code/modules/research/designs/misc_designs.dm +++ b/code/modules/research/designs/misc_designs.dm @@ -17,7 +17,7 @@ id = "diskplantgene" req_tech = list("programming" = 4, "biotech" = 3) build_type = PROTOLATHE - materials = list(MAT_METAL=200, MAT_GLASS=100) + materials = list(MAT_METAL = 200, MAT_GLASS = 100) build_path = /obj/item/disk/plantgene category = list("Miscellaneous") @@ -98,7 +98,7 @@ id = "safetymuzzle" req_tech = list("materials" = 1) build_type = PROTOLATHE - materials = list(MAT_METAL=500, MAT_GLASS=50) + materials = list(MAT_METAL = 500, MAT_GLASS = 50) build_path = /obj/item/clothing/mask/muzzle/safety category = list("Miscellaneous") @@ -108,7 +108,7 @@ id = "shockmuzzle" req_tech = list("materials" = 1, "engineering" = 1) build_type = PROTOLATHE - materials = list(MAT_METAL=500, MAT_GLASS=50) + materials = list(MAT_METAL = 500, MAT_GLASS = 50) build_path = /obj/item/clothing/mask/muzzle/safety/shock category = list("Miscellaneous") @@ -118,7 +118,7 @@ id = "datadisk" req_tech = list("programming" = 3, "biotech" = 2) build_type = PROTOLATHE - materials = list(MAT_METAL=300, MAT_GLASS=100) + materials = list(MAT_METAL = 300, MAT_GLASS = 100) build_path = /obj/item/disk/data category = list("Miscellaneous") @@ -128,7 +128,7 @@ id = "emergencyoxygen" req_tech = list("toxins" = 3) build_type = PROTOLATHE - materials = list(MAT_METAL=500, MAT_GLASS=100) + materials = list(MAT_METAL = 500, MAT_GLASS = 100) build_path = /obj/item/tank/internals/emergency_oxygen/empty category = list("Miscellaneous") @@ -138,7 +138,7 @@ id = "extendedoxygen" req_tech = list("toxins" = 4) build_type = PROTOLATHE - materials = list(MAT_METAL=800, MAT_GLASS=100) + materials = list(MAT_METAL = 800, MAT_GLASS = 100) build_path = /obj/item/tank/internals/emergency_oxygen/engi/empty category = list("Miscellaneous") @@ -148,7 +148,7 @@ id = "doubleoxygen" req_tech = list("toxins" = 5) build_type = PROTOLATHE - materials = list(MAT_METAL=1500, MAT_GLASS=200) + materials = list(MAT_METAL = 1500, MAT_GLASS = 200) build_path = /obj/item/tank/internals/emergency_oxygen/double/empty category = list("Miscellaneous") @@ -158,7 +158,7 @@ id = "oxygentank" req_tech = list("toxins" = 5) build_type = PROTOLATHE - materials = list(MAT_METAL=3000, MAT_GLASS=500) + materials = list(MAT_METAL = 3000, MAT_GLASS = 500) build_path = /obj/item/tank/internals/oxygen/empty category = list("Miscellaneous") @@ -179,6 +179,6 @@ id = "autochef_remote" req_tech = list("programming" = 3, "bluespace" = 3, "materials" = 3) build_type = PROTOLATHE - materials = list(MAT_METAL=3000) + materials = list(MAT_METAL = 3000) build_path = /obj/item/autochef_remote category = list("Miscellaneous") diff --git a/code/modules/research/designs/weapon_designs.dm b/code/modules/research/designs/weapon_designs.dm index a567e12ac17..06c2daa7c45 100644 --- a/code/modules/research/designs/weapon_designs.dm +++ b/code/modules/research/designs/weapon_designs.dm @@ -18,7 +18,7 @@ id = "decloner" req_tech = list("combat" = 5, "materials" = 5, "biotech" = 6, "plasmatech" = 7) build_type = PROTOLATHE - materials = list(MAT_GOLD = 5000,MAT_URANIUM = 10000) + materials = list(MAT_GOLD = 5000, MAT_URANIUM = 10000) build_path = /obj/item/weaponcrafting/gunkit/decloner category = list("Weapons") diff --git a/code/modules/research/research.dm b/code/modules/research/research.dm index df82920706d..3a4ef7e88f9 100644 --- a/code/modules/research/research.dm +++ b/code/modules/research/research.dm @@ -430,7 +430,6 @@ datum/tech/robotics name = "\improper Component Design Disk" desc = "A disk for storing device design data for construction in lathes." icon_state = "datadisk2" - materials = list(MAT_METAL=100, MAT_GLASS=100) var/datum/design/blueprint // I'm doing this so that disk paths with pre-loaded designs don't get weird names // Otherwise, I'd use "initial()" diff --git a/code/modules/research/xenobiology/xenobiology_dissections.dm b/code/modules/research/xenobiology/xenobiology_dissections.dm index bb5e2940348..6c09b74dfdc 100644 --- a/code/modules/research/xenobiology/xenobiology_dissections.dm +++ b/code/modules/research/xenobiology/xenobiology_dissections.dm @@ -8,12 +8,14 @@ flags = CONDUCT w_class = WEIGHT_CLASS_SMALL tool_behaviour = TOOL_DISSECTOR + materials = list(MAT_METAL = 2000, MAT_GLASS = 1500) /obj/item/dissector/upgraded name = "\improper Improved Dissection Manager" desc = "An advanced handheld device that assists with the preparation and removal of non-standard alien organs. This one has had several improvements applied to it." icon_state = "dissector_upgrade" toolspeed = 0.6 + materials = list(MAT_METAL = 4000, MAT_GLASS = 2000, MAT_SILVER = 1500, MAT_GOLD = 2000) // allows for perfect pristine organ extraction. Only available from non-lavaland abductor tech /obj/item/dissector/alien @@ -22,6 +24,7 @@ icon_state = "dissector_alien" origin_tech = "abductor=3" toolspeed = 0.2 + materials = list(MAT_METAL = 6000, MAT_GLASS = 4500, MAT_DIAMOND = 3000, MAT_TITANIUM = 4000, MAT_PLASMA = 4000) /obj/item/dissector/Initialize(mapload) . = ..() diff --git a/code/modules/surgery/organs/augments_arms.dm b/code/modules/surgery/organs/augments_arms.dm index 3fbc6e08830..71707d7ec3b 100644 --- a/code/modules/surgery/organs/augments_arms.dm +++ b/code/modules/surgery/organs/augments_arms.dm @@ -6,6 +6,7 @@ icon_state = "toolkit_generic" w_class = WEIGHT_CLASS_NORMAL actions_types = list(/datum/action/item_action/organ_action/toggle) + materials = list(MAT_METAL = 2500, MAT_GLASS = 1500, MAT_SILVER = 1500) var/list/items_list = list() // Used to store a list of all items inside, for multi-item implants. @@ -282,6 +283,7 @@ desc = "An alien toolset, designed to be installed on subject's arm." icon_state = "toolkit_engineering" origin_tech = "materials=5;engineering=5;plasmatech=5;powerstorage=4;abductor=3" + materials = list(MAT_METAL = 20000, MAT_SILVER = 10000, MAT_PLASMA = 9000, MAT_TITANIUM = 8000, MAT_DIAMOND = 8000) contents = newlist(/obj/item/screwdriver/abductor, /obj/item/wirecutters/abductor, /obj/item/crowbar/abductor, /obj/item/wrench/abductor, /obj/item/weldingtool/abductor, /obj/item/multitool/abductor) actions_types = list(/datum/action/item_action/organ_action/toggle/abductor_belt) augment_icon = "toolkit_engi" @@ -299,6 +301,7 @@ desc = "A set of alien janitorial tools, designed to be installed on subject's arm." icon_state = "toolkit_janitor" origin_tech = "materials=5;engineering=5;biotech=5;powerstorage=4;abductor=2" + materials = list(MAT_METAL = 20000, MAT_SILVER = 10000, MAT_PLASMA = 9000, MAT_TITANIUM = 8000, MAT_DIAMOND = 8000) contents = newlist(/obj/item/mop/advanced/abductor, /obj/item/soap/syndie/abductor, /obj/item/lightreplacer/bluespace/abductor, /obj/item/holosign_creator/janitor, /obj/item/melee/flyswatter/abductor, /obj/item/reagent_containers/spray/cleaner/safety/abductor) actions_types = list(/datum/action/item_action/organ_action/toggle/abductor_belt) augment_icon = "toolkit_jani" @@ -312,6 +315,7 @@ desc = "An alien surgical toolset, designed to be installed on the subject's arm." icon_state = "toolkit_surgical" origin_tech = "materials=5;engineering=5;plasmatech=5;powerstorage=4;abductor=2" + materials = list(MAT_METAL = 20000, MAT_SILVER = 10000, MAT_PLASMA = 9000, MAT_TITANIUM = 8000, MAT_DIAMOND = 8000) contents = newlist(/obj/item/retractor/alien, /obj/item/hemostat/alien, /obj/item/bonesetter/alien, /obj/item/scalpel/laser/alien, /obj/item/circular_saw/alien, /obj/item/bonegel/alien, /obj/item/fix_o_vein/alien, /obj/item/surgicaldrill/alien) actions_types = list(/datum/action/item_action/organ_action/toggle/abductor_belt) augment_icon = "toolkit_med" @@ -462,6 +466,7 @@ desc = "An implant commonly installed inside IPCs in order to allow them to easily collect energy from their environment." icon_state = "toolkit_ipc" origin_tech = "materials=3;biotech=2;powerstorage=3" + materials = list(MAT_METAL = 2000, MAT_GLASS = 1000) contents = newlist(/obj/item/apc_powercord) requires_robotic_bodypart = TRUE @@ -685,6 +690,7 @@ icon_state = "razorwire" actions_types = list(/datum/action/item_action/organ_action/toggle/razorwire) origin_tech = "combat=5;biotech=5;syndicate=2" + materials = list(MAT_METAL = 5000, MAT_SILVER = 2000, MAT_DIAMOND = 2000, MAT_BLUESPACE = 2000) stealth_level = 1 // Hidden from health analyzers augment_icon = "razor" // Note: By default the autosurgeons apply the highest level of cover plating. do_extra_render = TRUE @@ -800,6 +806,7 @@ name = "vortex feedback arm implant" desc = "An implant, that when deployed surrounds the users arm in armor and circuitry, allowing them to redirect nearby projectiles with feedback from the vortex anomaly core." origin_tech = "combat=6;magnets=6;biotech=6;engineering=6" + materials = list(MAT_GOLD = 5000, MAT_URANIUM = 4000, MAT_METAL = 10000, MAT_TITANIUM = 2000, MAT_BLUESPACE = 2000) icon = 'icons/obj/items.dmi' icon_state = "v1_arm" parent_organ = "l_arm" //Left arm by default @@ -928,6 +935,7 @@ name = "vortex feedback arm implant frame" desc = "An implant awaiting installation of a vortex anomaly core." icon_state = "v1_arm" + materials = list(MAT_GOLD = 5000, MAT_URANIUM = 4000, MAT_METAL = 10000, MAT_TITANIUM = 2000, MAT_BLUESPACE = 2000) /obj/item/v1_arm_shell/attackby__legacy__attackchain(obj/item/I, mob/user, params) if(istype(I, /obj/item/assembly/signaler/anomaly/vortex)) @@ -941,12 +949,11 @@ name = "strong-arm empowered musculature implant" desc = "When implanted, this cybernetic implant will enhance the muscles of the arm to deliver more power-per-action. Only has to be installed in one arm." icon_state = "muscle_imp" - parent_organ = "l_arm" //Left arm by default slot = "l_arm_device" - actions_types = list() augment_icon = "strongarm" + materials = list(MAT_GOLD = 5000, MAT_METAL = 10000, MAT_TITANIUM = 3000, MAT_BLUESPACE = 2000) var/datum/martial_art/muscle_implant/muscle_implant /obj/item/organ/internal/cyberimp/arm/muscle/Initialize(mapload) @@ -1041,6 +1048,7 @@ name = "'Naginata' mantis blade implants" desc = "A powerful and concealable mantis blade with a monomolecular edge, produced by Cybersun Industries. Cuts through flesh and armor alike with ease." origin_tech = "materials=5;combat=5;biotech=5;syndicate=4" + materials = list(MAT_METAL = 10000, MAT_SILVER = 2000, MAT_GOLD = 2000, MAT_TITANIUM = 3000, MAT_DIAMOND = 4000) contents = newlist(/obj/item/melee/mantis_blade/syndicate) icon_state = "syndie_mantis" icon = 'icons/obj/weapons/melee.dmi' @@ -1054,6 +1062,7 @@ name = "'Scylla' mantis blade implant" desc = "A reverse-engineered mantis blade design produced by Nanotrasen. While still quite deadly, the loss of the monomolecular blade has drastically reduced its armor penetration capability." origin_tech = "materials=5;combat=5;biotech=5;syndicate=4" + materials = list(MAT_METAL = 10000, MAT_SILVER = 2000, MAT_GOLD = 2000, MAT_TITANIUM = 3000, MAT_DIAMOND = 4000) contents = newlist(/obj/item/melee/mantis_blade/nt) icon_state = "mantis" icon = 'icons/obj/weapons/melee.dmi' diff --git a/code/modules/surgery/organs/augments_eyes.dm b/code/modules/surgery/organs/augments_eyes.dm index 2090eef39f7..90d3c71a669 100644 --- a/code/modules/surgery/organs/augments_eyes.dm +++ b/code/modules/surgery/organs/augments_eyes.dm @@ -17,6 +17,7 @@ name = "HUD implant" desc = "These cybernetic eyes will display a HUD over everything you see. Maybe." slot = "eye_hud" + materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 500, MAT_GOLD = 500) var/HUD_type = 0 /// A list of extension kinds added to the examine text. Things like medical or security records. @@ -74,6 +75,7 @@ desc = "These cybernetic eye implants will display a filth HUD over everything you see." icon_state = "eye_implant_janitor" origin_tech = "materials=4;engineering=4;biotech=4" + materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 750, MAT_GOLD = 750) aug_message = "You scan for filth spots around you..." HUD_type = DATA_HUD_JANITOR @@ -82,5 +84,6 @@ desc = "These cybernetic eye implants will display a botanical HUD over everything you see." icon_state = "eye_implant_hydro" origin_tech = "materials=4;magnets=4;biotech=4" + materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 700, MAT_GOLD = 500) aug_message = "You scan for non-plastic plants around you..." HUD_type = DATA_HUD_HYDROPONIC diff --git a/code/modules/surgery/organs/augments_internal.dm b/code/modules/surgery/organs/augments_internal.dm index 44ca5ac1c68..878e225907f 100644 --- a/code/modules/surgery/organs/augments_internal.dm +++ b/code/modules/surgery/organs/augments_internal.dm @@ -30,6 +30,7 @@ icon_state = "brain_implant" implant_overlay = "brain_implant_overlay" parent_organ = "head" + materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 500, MAT_GOLD = 1000) /obj/item/organ/internal/cyberimp/brain/emp_act(severity) if(!owner || emp_proof) @@ -130,6 +131,7 @@ name = "Hardened Anti-drop implant" desc = "A military-grade version of the standard implant, for NT's more elite forces." origin_tech = "materials=6;programming=5;biotech=5" + materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 500, MAT_GOLD = 1000) emp_proof = TRUE /obj/item/organ/internal/cyberimp/brain/anti_stam @@ -239,6 +241,7 @@ implant_color = "#DEDE00" slot = "brain_clownvoice" origin_tech = "materials=2;biotech=2" + materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_BANANIUM = 200) /obj/item/organ/internal/cyberimp/brain/clown_voice/insert(mob/living/carbon/M, special = FALSE) ..() @@ -297,6 +300,7 @@ implant_color = "#fff782" slot = "brain_wire_interface" origin_tech = "materials=5;programming=4;biotech=4" + materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 400, MAT_GOLD = 400) /obj/item/organ/internal/cyberimp/brain/wire_interface/insert(mob/living/carbon/M, special = FALSE) ..() @@ -335,6 +339,7 @@ emp_proof = TRUE actions_types = list(/datum/action/item_action/organ_action/toggle/sensory_enhancer) origin_tech = "combat=6;biotech=6;syndicate=4" + materials = list(MAT_METAL = 10000, MAT_SILVER = 2000, MAT_PLASMA = 10000, MAT_DIAMOND = 4000, MAT_BLUESPACE = 4000) augment_icon = "sandy" always_show_augment = TRUE // A bit too big and bright to hide with synthetic skin. ///The icon state used for the on mob sprite. Default is sandy. Drask and vox have their own unique sprites @@ -591,6 +596,7 @@ slot = "breathing_tube" w_class = WEIGHT_CLASS_TINY origin_tech = "materials=2;biotech=3" + materials = list(MAT_METAL = 600, MAT_GLASS = 250) augment_icon = "breathing_tube" /obj/item/organ/internal/cyberimp/mouth/breathing_tube/render() @@ -625,6 +631,7 @@ var/disabled_by_emp = FALSE slot = "stomach" origin_tech = "materials=2;powerstorage=2;biotech=2" + materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_GOLD = 500) augment_icon = "nutripump" /obj/item/organ/internal/cyberimp/chest/nutriment/examine(mob/user) @@ -682,6 +689,7 @@ hunger_threshold = NUTRITION_LEVEL_HUNGRY poison_amount = 10 origin_tech = "materials=4;powerstorage=3;biotech=3" + materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_GOLD = 500, MAT_URANIUM = 750) augment_icon = "nutripump_adv" /obj/item/organ/internal/cyberimp/chest/nutriment/hardened @@ -698,6 +706,7 @@ icon_state = "reviver_implant" implant_overlay = null origin_tech = "materials=5;programming=5;biotech=6" + materials = list(MAT_METAL = 800, MAT_GLASS = 800, MAT_GOLD = 300, MAT_URANIUM = 500) slot = "heartdrive" augment_icon = "reviver" /// How long the implant will go on cooldown for once the user has exited crit, in seconds. @@ -898,6 +907,7 @@ implant_overlay = null slot = "bluespace_anchor" origin_tech = "bluespace=6;biotech=4" + materials = list(MAT_METAL = 10000, MAT_BLUESPACE = 2000) /obj/item/organ/internal/cyberimp/chest/bluespace_anchor/insert(mob/living/carbon/M, special = FALSE) ..() @@ -941,6 +951,7 @@ desc = "This implant reworks the IPC frame, in order to incorporate materials that return to their original shape after being damaged. Requires power to function." implant_color = "#0ac0d8" origin_tech = "materials=4;programming=4;biotech=4;magnets=4;engineering=4" + materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000) slot = "stomach" //Can't have a nutriment pump with it. requires_machine_person = TRUE @@ -968,6 +979,7 @@ desc = "This is a basetype. Notify a coder!" implant_color = "#eeff00" origin_tech = "materials=5;programming=4;biotech=4" + materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000) slot = "joints" requires_machine_person = TRUE @@ -1054,6 +1066,7 @@ desc = "This implant acts on mindflayer nanobots like smoke does to bees, rendering them significantly more docile." implant_color = COLOR_BLACK origin_tech = "materials=4;programming=4;biotech=5;combat=4;" + materials = list(MAT_METAL = 10000, MAT_SILVER = 8000, MAT_GOLD = 3000, MAT_PLASMA = 10000) /obj/item/organ/internal/cyberimp/chest/ipc_joints/flayer_pacification/insert(mob/living/carbon/M, special) ..() @@ -1069,6 +1082,7 @@ desc = "This implant emulates the functions of a gastrointestinal system, allowing IPCs to eat and experience taste." implant_color = "#d8780a" origin_tech = "materials=2;powerstorage=2;biotech=2" + materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_GOLD = 500) slot = "gastrointestinal" requires_machine_person = TRUE diff --git a/code/modules/surgery/organs/ears.dm b/code/modules/surgery/organs/ears.dm index c9c145dcefa..d8cdc3916c0 100644 --- a/code/modules/surgery/organs/ears.dm +++ b/code/modules/surgery/organs/ears.dm @@ -33,6 +33,7 @@ icon_state = "ears-c" desc = "a basic cybernetic designed to mimic the operation of ears." origin_tech = "biotech=4" + materials = list(MAT_METAL = 500, MAT_GLASS = 500) status = ORGAN_ROBOT /obj/item/organ/internal/ears/cybernetic/emp_act(severity) diff --git a/code/modules/surgery/organs/eyes.dm b/code/modules/surgery/organs/eyes.dm index 33b7275e49b..41177f0d6ca 100644 --- a/code/modules/surgery/organs/eyes.dm +++ b/code/modules/surgery/organs/eyes.dm @@ -115,6 +115,7 @@ icon_state = "eyes-c" desc = "An electronic device designed to mimic the functions of a pair of human eyes. It has no benefits over organic eyes, but is easy to produce." origin_tech = "biotech=4" + materials = list(MAT_METAL = 500, MAT_GLASS = 500) status = ORGAN_ROBOT can_be_colorblind = FALSE // I PRINTED 400 PAIRS OF NEW EYES TO CURE COLORBLIND KIDS! -Space Beast var/flash_intensity = 1 @@ -135,6 +136,7 @@ eye_color = "#199900" lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE origin_tech = "materials=4;engineering=4;biotech=4;magnets=4" + materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_SILVER = 500, MAT_GOLD = 300) /obj/item/organ/internal/eyes/cybernetic/meson/insert(mob/living/carbon/human/M, special = FALSE) ADD_TRAIT(M, TRAIT_MESON_VISION, "meson_vision[UID()]") @@ -151,6 +153,7 @@ see_in_dark = 8 vision_flags = SEE_MOBS | SEE_OBJS | SEE_TURFS origin_tech = "materials=4;programming=4;biotech=7;magnets=4" + materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 600, MAT_GOLD = 600, MAT_PLASMA = 1000, MAT_URANIUM = 1000, MAT_DIAMOND = 1000, MAT_BLUESPACE = 1000) /obj/item/organ/internal/eyes/cybernetic/xray/hardened name = "hardened X-ray eyes" @@ -169,6 +172,7 @@ flash_protect = FLASH_PROTECTION_SENSITIVE see_in_dark = 8 origin_tech = "materials=5;programming=4;biotech=4;magnets=4;syndicate=1" + materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 600, MAT_GOLD = 600, MAT_PLASMA = 1000, MAT_DIAMOND = 2000) /obj/item/organ/internal/eyes/cybernetic/thermals/hardened name = "hardened thermal eyes" @@ -183,6 +187,7 @@ eye_color = "#6f00ff" flash_protect = FLASH_PROTECTION_EXTRA_SENSITIVE origin_tech = "materials=5;programming=4;biotech=4;magnets=4" + materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 600, MAT_GOLD = 600, MAT_PLASMA = 1000, MAT_DIAMOND = 2000) var/scope_range = 0.8 //Only used in initialize. Greatly nerfed zoom range, since you are not taking the time zoom delay the lwap has. var/active = FALSE @@ -247,6 +252,7 @@ flash_protect = FLASH_PROTECTION_WELDER eye_color = "#101010" origin_tech = "materials=4;biotech=3;engineering=4;plasmatech=3" + materials = list(MAT_METAL = 600, MAT_GLASS = 400) flash_intensity = 3 /obj/item/organ/internal/eyes/cybernetic/shield/hardened diff --git a/code/modules/surgery/organs/heart.dm b/code/modules/surgery/organs/heart.dm index 06182801c76..26ccab27e17 100644 --- a/code/modules/surgery/organs/heart.dm +++ b/code/modules/surgery/organs/heart.dm @@ -192,6 +192,7 @@ dead_icon = "heart-c-off" status = ORGAN_ROBOT organ_datums = list(/datum/organ/heart, /datum/organ/battery) + materials = list(MAT_METAL = 500, MAT_GLASS = 500) /obj/item/organ/internal/heart/cybernetic/upgraded name = "upgraded cybernetic heart" @@ -199,6 +200,7 @@ icon_state = "heart-c-u-on" base_icon_state = "heart-c-u" dead_icon = "heart-c-u-off" + materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_SILVER = 500) var/attempted_restart = FALSE /obj/item/organ/internal/heart/cybernetic/upgraded/insert(mob/living/carbon/M, special = FALSE) diff --git a/code/modules/surgery/organs/kidneys.dm b/code/modules/surgery/organs/kidneys.dm index d0c8aa84839..e20f20fbed6 100644 --- a/code/modules/surgery/organs/kidneys.dm +++ b/code/modules/surgery/organs/kidneys.dm @@ -11,6 +11,7 @@ icon_state = "kidneys-c" desc = "An electronic device designed to mimic the functions of human kidneys. It has no benefits over a pair of organic kidneys, but is easy to produce." origin_tech = "biotech=4" + materials = list(MAT_METAL = 500, MAT_GLASS = 500) status = ORGAN_ROBOT /obj/item/organ/internal/kidneys/cybernetic/upgraded diff --git a/code/modules/surgery/organs/liver.dm b/code/modules/surgery/organs/liver.dm index 9b357793511..7e6ea53b129 100644 --- a/code/modules/surgery/organs/liver.dm +++ b/code/modules/surgery/organs/liver.dm @@ -55,4 +55,5 @@ icon_state = "liver-c" desc = "An electronic device designed to mimic the functions of a human liver. It has no benefits over an organic liver, but is easy to produce." origin_tech = "biotech=4" + materials = list(MAT_METAL = 500, MAT_GLASS = 500) status = ORGAN_ROBOT diff --git a/code/modules/surgery/organs/lungs.dm b/code/modules/surgery/organs/lungs.dm index f74d545b890..b4ab6aa3f04 100644 --- a/code/modules/surgery/organs/lungs.dm +++ b/code/modules/surgery/organs/lungs.dm @@ -55,6 +55,7 @@ desc = "A cybernetic version of the lungs found in traditional humanoid entities. It functions the same as an organic lung and is merely meant as a replacement." icon_state = "lungs-c" origin_tech = "biotech=4" + materials = list(MAT_METAL = 500, MAT_GLASS = 500) status = ORGAN_ROBOT var/species_state = "default" var/list/possible = list("default" = /datum/organ/lungs, "vox" = /datum/organ/lungs/vox, "plasmamen" = /datum/organ/lungs/plasmamen) @@ -87,6 +88,7 @@ desc = "A more advanced version of the stock cybernetic lungs. They are capable of filtering out lower levels of toxins and carbon dioxide." icon_state = "lungs-c-u" origin_tech = "biotech=5" + materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_SILVER = 500) organ_datums = list(/datum/organ/lungs/advanced_cyber) /obj/item/organ/internal/lungs/cybernetic/upgraded/configure_species(new_species_state) diff --git a/code/modules/surgery/organs/subtypes/machine_organs.dm b/code/modules/surgery/organs/subtypes/machine_organs.dm index 68feca01bfb..efd06ee4989 100644 --- a/code/modules/surgery/organs/subtypes/machine_organs.dm +++ b/code/modules/surgery/organs/subtypes/machine_organs.dm @@ -6,6 +6,7 @@ encased = null status = ORGAN_ROBOT emp_resistant = TRUE + materials = list(MAT_METAL = 15000, MAT_GLASS = 5000) /obj/item/organ/external/head/ipc/Initialize(mapload, mob/living/carbon/holder, datum/species/species_override = null) . = ..() @@ -110,6 +111,7 @@ slot = "heart" vital = TRUE status = ORGAN_ROBOT + materials = list(MAT_METAL = 2000, MAT_GLASS = 750) requires_robotic_bodypart = TRUE organ_datums = list(/datum/organ/battery) @@ -118,6 +120,7 @@ icon = 'icons/obj/robot_component.dmi' icon_state = "camera" status = ORGAN_ROBOT + materials = list(MAT_METAL = 1000, MAT_GLASS = 2500) weld_proof = TRUE requires_robotic_bodypart = TRUE @@ -151,6 +154,7 @@ name = "microphone" icon_state = "voicebox" status = ORGAN_ROBOT + materials = list(MAT_METAL = 1000, MAT_GLASS = 2500) dead_icon = "taperecorder_empty" requires_robotic_bodypart = TRUE diff --git a/code/modules/surgery/tools.dm b/code/modules/surgery/tools.dm index a1df4ad7bf8..fcda75fe2b4 100644 --- a/code/modules/surgery/tools.dm +++ b/code/modules/surgery/tools.dm @@ -5,7 +5,7 @@ icon_state = "retractor" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' - materials = list(MAT_METAL=6000, MAT_GLASS=3000) + materials = list(MAT_METAL = 6000, MAT_GLASS = 3000) flags = CONDUCT w_class = WEIGHT_CLASS_SMALL origin_tech = "materials=1;biotech=1" @@ -30,7 +30,7 @@ icon_state = "hemostat" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' - materials = list(MAT_METAL=5000, MAT_GLASS=2500) + materials = list(MAT_METAL = 5000, MAT_GLASS = 2500) flags = CONDUCT w_class = WEIGHT_CLASS_TINY origin_tech = "materials=1;biotech=1" @@ -55,7 +55,7 @@ icon_state = "cautery" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' - materials = list(MAT_METAL=2500, MAT_GLASS=750) + materials = list(MAT_METAL = 2500, MAT_GLASS = 750) flags = CONDUCT w_class = WEIGHT_CLASS_TINY damtype = BURN @@ -106,7 +106,7 @@ lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' hitsound = 'sound/weapons/drill.ogg' - materials = list(MAT_METAL=10000, MAT_GLASS=6000) + materials = list(MAT_METAL = 10000, MAT_GLASS = 6000) flags = CONDUCT force = 15.0 sharp = TRUE @@ -147,7 +147,7 @@ throwforce = 5.0 throw_speed = 3 throw_range = 5 - materials = list(MAT_METAL=4000, MAT_GLASS=1000) + materials = list(MAT_METAL = 4000, MAT_GLASS = 1000) origin_tech = "materials=1;biotech=1" attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") hitsound = 'sound/weapons/bladeslice.ogg' @@ -181,7 +181,7 @@ icon_state = "scalpel_laser1_on" damtype = "fire" hitsound = 'sound/weapons/sear.ogg' - materials = list(MAT_METAL = 2000, MAT_GLASS = 1000) + materials = list(MAT_METAL = 2000, MAT_GLASS = 1500) /obj/item/scalpel/laser/interact_with_atom(atom/target, mob/living/user, list/modifiers) if(cigarette_lighter_act(user, target)) @@ -216,11 +216,13 @@ desc = "An improved laser emitter for rapidly creating and cauterizing precise surgical incisions." icon_state = "scalpel_laser2_on" toolspeed = 0.6 + materials = list(MAT_METAL = 2000, MAT_GLASS = 1500, MAT_SILVER = 1000) /obj/item/scalpel/laser/laser3 desc = "An advanced laser emitter for creating and cauterizing precise surgical incisions with extreme speed." icon_state = "scalpel_laser3_on" toolspeed = 0.4 + materials = list(MAT_METAL = 2000, MAT_GLASS = 1500, MAT_SILVER = 1000, MAT_GOLD = 1000) /// super tool! Retractor/hemostat /obj/item/scalpel/laser/manager @@ -228,6 +230,7 @@ desc = "A true extension of the surgeon's body, this marvel instantly and completely prepares an incision allowing for the immediate commencement of therapeutic steps." icon_state = "scalpel_manager_on" toolspeed = 0.2 + materials = list(MAT_METAL = 2000, MAT_GLASS = 1500, MAT_SILVER = 1000, MAT_GOLD = 1000, MAT_DIAMOND = 1000) /obj/item/scalpel/laser/manager/Initialize(mapload) . = ..() @@ -249,7 +252,7 @@ throwforce = 9.0 throw_speed = 3 throw_range = 5 - materials = list(MAT_METAL=10000, MAT_GLASS=6000) + materials = list(MAT_METAL = 10000, MAT_GLASS = 6000) origin_tech = "biotech=1;combat=1" attack_verb = list("attacked", "slashed", "sawed", "cut") tool_behaviour = TOOL_SAW @@ -278,6 +281,7 @@ w_class = WEIGHT_CLASS_SMALL throwforce = 1.0 origin_tech = "materials=1;biotech=1" + materials = list(MAT_METAL = 1000, MAT_GLASS = 6000) tool_behaviour = TOOL_BONEGEL new_attack_chain = TRUE @@ -299,6 +303,7 @@ righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' throwforce = 1.0 origin_tech = "materials=1;biotech=1" + materials = list(MAT_METAL = 5000, MAT_GLASS = 3000) w_class = WEIGHT_CLASS_SMALL tool_behaviour = TOOL_FIXOVEIN new_attack_chain = TRUE @@ -326,6 +331,7 @@ w_class = WEIGHT_CLASS_SMALL attack_verb = list("attacked", "hit", "bludgeoned") origin_tech = "materials=1;biotech=1" + materials = list(MAT_METAL = 4000) tool_behaviour = TOOL_BONESET new_attack_chain = TRUE diff --git a/code/modules/telesci/gps.dm b/code/modules/telesci/gps.dm index 3b94f5201d2..5251d7689bd 100644 --- a/code/modules/telesci/gps.dm +++ b/code/modules/telesci/gps.dm @@ -15,6 +15,7 @@ GLOBAL_LIST_EMPTY(GPS_list) w_class = WEIGHT_CLASS_SMALL slot_flags = ITEM_SLOT_BELT origin_tech = "materials=2;magnets=1;bluespace=2" + materials = list(MAT_METAL = 500, MAT_GLASS = 1000) /// Whether the GPS is on. var/tracking = FALSE /// The tag that is visible to other GPSes. diff --git a/code/modules/telesci/rcs.dm b/code/modules/telesci/rcs.dm index 148b78520b4..154409a6a8e 100644 --- a/code/modules/telesci/rcs.dm +++ b/code/modules/telesci/rcs.dm @@ -16,6 +16,7 @@ throw_range = 5 usesound = 'sound/weapons/flash.ogg' origin_tech = "bluespace=3" + materials = list(MAT_METAL = 5000, MAT_GLASS = 3750) /// Power cell (10000W) var/obj/item/stock_parts/cell/high/rcell = null /// Selected telepad diff --git a/code/modules/telesci/telepad.dm b/code/modules/telesci/telepad.dm index a052c23e49e..f9c0625d9ea 100644 --- a/code/modules/telesci/telepad.dm +++ b/code/modules/telesci/telepad.dm @@ -98,6 +98,7 @@ icon_state = "beacon" inhand_icon_state = "signaler" origin_tech = "bluespace=3" + materials = list(MAT_METAL = 2000, MAT_GLASS = 1750, MAT_SILVER = 500) /obj/item/telepad_beacon/attack_self__legacy__attackchain(mob/user as mob) if(user)