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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
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@@ -218,6 +218,7 @@
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icon = 'icons/obj/chemical_flamethrower.dmi'
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icon_state = "normal"
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container_type = REFILLABLE
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materials = list(MAT_METAL = 5000)
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/// How much ammo do we have? Empty at 0.
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var/ammo = 100
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/// Which reagent IDs do we accept
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@@ -301,6 +302,7 @@
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icon_state = "extended"
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ammo = 200
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required_volume = 20 // Bigger canister? More reagents needed.
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materials = list(MAT_METAL = 10000)
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/obj/item/chemical_canister/extended/nuclear
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name = "\improper Syndicate chemical canister"
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@@ -319,3 +321,4 @@
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icon_state = "pyro"
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ammo = 150
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accepted_chemicals = list("phlogiston", "phlogiston_dust", "napalm", "fuel", "thermite", "clf3", "plasma")
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materials = list(MAT_METAL = 7500)
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@@ -3,6 +3,7 @@
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desc = "A compressed plasma grenade, used to start horrific plasma fires."
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icon_state = "syndicate"
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origin_tech = "materials=3;magnets=4;syndicate=3"
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materials = list(MAT_METAL = 3000, MAT_GLASS = 500)
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var/spawn_contents = LINDA_SPAWN_HEAT | LINDA_SPAWN_TOXINS
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var/spawn_amount = 100
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@@ -6,6 +6,7 @@
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name = "grenade casing"
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desc = "A do it yourself grenade casing!"
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icon_state = "chemg"
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materials = list(MAT_METAL = 2000)
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var/bomb_state = "chembomb"
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var/payload_name = null // used for spawned grenades
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force = 2
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@@ -339,6 +340,7 @@
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allowed_containers = list(/obj/item/reagent_containers/glass,/obj/item/reagent_containers/condiment,
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/obj/item/reagent_containers/drinks)
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origin_tech = "combat=3;engineering=3"
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materials = list(MAT_METAL = 3000)
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affected_area = 5
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ignition_temp = 25 // Large grenades are slightly more effective at setting off heat-sensitive mixtures than smaller grenades.
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threatscale = 1.1 // 10% more effective.
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@@ -385,6 +387,7 @@
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icon_state = "cryog"
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affected_area = 2
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ignition_temp = -100
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materials = list(MAT_METAL = 2000, MAT_SILVER = 500)
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/// Intended for pyrotechnical mixes. Produces a small fire upon detonation, igniting potentially flammable mixtures.
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/obj/item/grenade/chem_grenade/pyro
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@@ -392,6 +395,7 @@
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desc = "A custom made pyrotechnical grenade. It heats up and ignites its contents upon detonation."
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icon_state = "pyrog"
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origin_tech = "combat=4;engineering=4"
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materials = list(MAT_METAL = 2000, MAT_PLASMA = 500)
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ignition_temp = 500 // This is enough to expose a hotspot.
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/// Intended for weaker, but longer lasting effects. Could have some interesting uses.
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@@ -400,6 +404,7 @@
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desc = "A custom made advanced release grenade. It is able to be detonated more than once. Can be configured using a multitool."
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icon_state = "timeg"
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origin_tech = "combat=3;engineering=4"
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materials = list(MAT_METAL = 3000, MAT_GLASS = 500)
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var/unit_spread = 10 // Amount of units per repeat. Can be altered with a multitool.
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/obj/item/grenade/chem_grenade/adv_release/multitool_act(mob/user, obj/item/I)
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@@ -8,6 +8,7 @@
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w_class = WEIGHT_CLASS_SMALL
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throw_speed = 3
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origin_tech = "magnets=1;programming=3"
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materials = list(MAT_METAL = 2000, MAT_GLASS = 1000)
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flags = NOBLUDGEON
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var/list/signs = list()
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var/max_signs = 6
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@@ -34,6 +34,7 @@
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attack_verb = list("attacked", "stabbed", "poked")
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hitsound = 'sound/weapons/bladeslice.ogg'
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 30)
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materials = list(MAT_METAL = 100)
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var/max_contents = 1
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/obj/item/kitchen/utensil/Initialize(mapload)
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@@ -94,7 +94,7 @@
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force = 5
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throwforce = 7
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w_class = WEIGHT_CLASS_BULKY
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materials = list(MAT_METAL = 500)
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materials = list(MAT_METAL = 1000, MAT_TITANIUM = 500)
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attack_verb = list("bludgeoned", "whacked", "cracked")
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/// Is the secret compartment open?
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var/is_open = FALSE
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@@ -98,6 +98,7 @@
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mopcap = 10
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icon_state = "advmop"
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origin_tech = "materials=3;engineering=3"
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materials = list(MAT_METAL = 2500, MAT_GLASS = 200)
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force = 6
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throwforce = 8
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throw_range = 4
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@@ -146,7 +146,7 @@
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throw_speed = 3
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throw_range = 4
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w_class = WEIGHT_CLASS_NORMAL
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materials = list(MAT_GLASS = 4000, MAT_METAL = 1000)
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materials = list(MAT_METAL = 4000, MAT_GLASS = 4000, MAT_SILVER = 300, MAT_TITANIUM = 200)
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/obj/item/shield/riot/tele/add_parry_component()
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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)
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@@ -228,6 +228,7 @@
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storage_slots = INFINITY
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max_combined_w_class = INFINITY
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origin_tech = "bluespace=4;materials=3;engineering=3"
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materials = list(MAT_GOLD = 250, MAT_URANIUM = 500)
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icon_state = "satchel_bspace"
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/obj/item/storage/bag/ore/cyborg/holding
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@@ -265,6 +266,7 @@
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desc = "For the enterprising botanist on the go. Less efficient than the stationary model, it creates one seed per plant."
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icon_state = "portaseeder"
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origin_tech = "biotech=3;engineering=2"
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materials = list(MAT_METAL = 1000, MAT_GLASS = 400)
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/obj/item/storage/bag/plants/portaseeder/Initialize(mapload)
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. = ..()
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@@ -367,7 +369,7 @@
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w_class = WEIGHT_CLASS_BULKY
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flags = CONDUCT
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slot_flags = null
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materials = list(MAT_METAL=3000)
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materials = list(MAT_METAL = 3000)
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can_hold = list(
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/obj/item/food,
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/obj/item/reagent_containers/drinks,
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@@ -870,6 +870,7 @@
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w_class = WEIGHT_CLASS_BULKY
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max_combined_w_class = 21 // = 14 * 1.5, not 14 * 2. This is deliberate
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origin_tech = "bluespace=5;materials=4;engineering=4;plasmatech=5"
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materials = list(MAT_GOLD = 1500, MAT_DIAMOND = 3000, MAT_URANIUM = 1000)
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can_hold = list()
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large = TRUE
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w_class_override = list(
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@@ -691,6 +691,7 @@
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can_be_cut = FALSE
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actions_types = list(/datum/action/item_action/toggle)
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dyeable = FALSE
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materials = list(MAT_METAL = 10000, MAT_GLASS = 5000, MAT_SILVER = 4000, MAT_TITANIUM = 4000, MAT_PLASMA = 8000)
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var/on_cooldown = FALSE
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var/obj/item/assembly/signaler/anomaly/pyro/core
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var/next_spark_time
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@@ -191,7 +191,7 @@
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throwforce = 12
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attack_verb = list("beat", "smacked")
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w_class = WEIGHT_CLASS_HUGE
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materials = list(MAT_WOOD = 5000)
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materials = list(MAT_WOOD = 10000)
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COOLDOWN_DECLARE(last_deflect)
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var/deflect_cooldown = 5 MINUTES
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COOLDOWN_DECLARE(next_throw_time)
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