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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
This commit is contained in:
@@ -1,6 +1,7 @@
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/obj/item/mod/construction
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desc = "A part used in MOD construction. You could insert it into a MOD shell."
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icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
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materials = list(MAT_METAL = 5000)
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/obj/item/mod/construction/helmet
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name = "MOD helmet"
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@@ -42,6 +43,7 @@
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name = "MOD external plating"
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desc = "External plating used to finish a MOD control unit."
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icon_state = "standard-plating"
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materials = list(MAT_METAL = 6000, MAT_GLASS = 3000, MAT_PLASMA = 1000)
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var/datum/mod_theme/theme = /datum/mod_theme/standard
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/obj/item/mod/construction/plating/Initialize(mapload)
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@@ -53,33 +55,43 @@
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/obj/item/mod/construction/plating/engineering
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theme = /datum/mod_theme/engineering
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materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_GOLD = 2000, MAT_PLASMA = 1000)
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/obj/item/mod/construction/plating/atmospheric
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theme = /datum/mod_theme/atmospheric
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materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_TITANIUM = 2000, MAT_PLASMA = 1000)
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/obj/item/mod/construction/plating/medical
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theme = /datum/mod_theme/medical
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materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_SILVER = 2000, MAT_PLASMA = 1000)
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/obj/item/mod/construction/plating/security
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theme = /datum/mod_theme/security
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materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_URANIUM = 2000, MAT_PLASMA = 1000)
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/obj/item/mod/construction/plating/cosmohonk
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theme = /datum/mod_theme/cosmohonk
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materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_BANANIUM = 2000, MAT_PLASMA = 1000)
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/// 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
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/obj/item/mod/construction/plating/rescue
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theme = /datum/mod_theme/rescue
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materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_SILVER = 2000, MAT_PLASMA = 1000)
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/// 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.
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/obj/item/mod/construction/plating/safeguard
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theme = /datum/mod_theme/safeguard
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materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_URANIUM = 2000, MAT_PLASMA = 1000)
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/// 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.
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/obj/item/mod/construction/plating/advanced
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theme = /datum/mod_theme/advanced
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materials = list(MAT_METAL = 12000, MAT_GLASS = 2000, MAT_GOLD = 2000, MAT_TITANIUM = 2000, MAT_PLASMA = 2000)
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/// 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.
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/obj/item/mod/construction/plating/research
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theme = /datum/mod_theme/research
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materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_URANIUM = 2000, MAT_PLASMA = 1000)
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#define START_STEP "start"
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#define CORE_STEP "core"
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@@ -95,6 +107,7 @@
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name = "MOD shell"
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desc = "The core housing and support structure for a MOD suit, with numerous plugs and connectors for attaching additional components."
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icon_state = "mod-construction_start"
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materials = list(MAT_METAL = 10000, MAT_PLASMA = 5000)
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var/obj/item/core
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var/obj/item/helmet
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var/obj/item/chestplate
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@@ -138,6 +138,7 @@
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desc = "An intricate piece of machinery that creates a holographic video call with another MODlink-compatible device. Essentially a video necklace."
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icon_state = "modlink"
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actions_types = list(/datum/action/item_action/call_link)
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materials = list(MAT_METAL = 2000, MAT_GLASS = 1000, MAT_GOLD = 500)
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/// The installed power cell.
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var/obj/item/stock_parts/cell/cell
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/// The MODlink datum we operate.
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@@ -3,6 +3,7 @@
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desc = "This one-use skin applier will add a skin to MODsuits of a specific type. This one applies to standard modsuits."
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icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
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icon_state = "skinapplier"
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materials = list(MAT_METAL = 6000, MAT_GLASS = 3000, MAT_PLASMA = 1000)
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var/skin = "civilian"
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var/compatible_theme = /datum/mod_theme/standard
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@@ -3,6 +3,7 @@
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name = "MOD module"
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icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
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icon_state = "module"
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materials = list(MAT_METAL = 2500, MAT_GLASS = 5000)
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/// If it can be removed
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var/removable = TRUE
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/// If it's passive, togglable, usable or active
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@@ -349,6 +350,7 @@
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name = "MOD anomaly locked module"
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desc = "A form of a module, locked behind an anomalous core to function."
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incompatible_modules = list(/obj/item/mod/module/anomaly_locked)
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materials = list(MAT_METAL = 12000, MAT_GLASS = 2000, MAT_SILVER = 4000, MAT_PLASMA = 4000, MAT_TITANIUM = 4000, MAT_BLUESPACE = 6000)
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/// The core item the module runs off.
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var/obj/item/assembly/signaler/anomaly/core
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/// Accepted types of anomaly cores.
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@@ -13,6 +13,7 @@
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complexity = 2
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use_power_cost = DEFAULT_CHARGE_DRAIN * 200
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incompatible_modules = list(/obj/item/mod/module/pathfinder)
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materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000)
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/// The pathfinding implant.
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var/obj/item/bio_chip/mod/implant
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@@ -245,6 +245,7 @@
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/// The suit's size before the module is installed.
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var/old_size
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origin_tech = "materials=6;bluespace=5;syndicate=1" //Printable at illegals 2, so only one level.
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materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000)
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/obj/item/mod/module/plate_compression/on_install()
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old_size = mod.w_class
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@@ -274,6 +275,7 @@
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incompatible_modules = list(/obj/item/mod/module/stealth)
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cooldown_time = 10 SECONDS
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origin_tech = "combat=6;materials=6;powerstorage=5;bluespace=5;syndicate=2" //Printable at 3
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materials = list(MAT_METAL = 12000, MAT_GLASS = 2000, MAT_SILVER = 4000, MAT_PLASMA = 4000, MAT_TITANIUM = 4000, MAT_BLUESPACE = 6000)
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/// Whether or not the cloak turns off on bumping.
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var/bumpoff = TRUE
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/// The alpha applied when the cloak is on.
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@@ -352,6 +354,7 @@
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incompatible_modules = list(/obj/item/mod/module/status_readout)
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tgui_id = "status_readout"
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origin_tech = "combat=6;biotech=6;syndicate=1"
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materials = list(MAT_METAL = 10000, MAT_GLASS = 4000, MAT_SILVER = 2000)
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/obj/item/mod/module/status_readout/add_ui_data()
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. = ..()
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@@ -50,6 +50,7 @@
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active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
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incompatible_modules = list(/obj/item/mod/module/magboot)
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cooldown_time = 0.5 SECONDS
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materials = list(MAT_METAL = 4500, MAT_SILVER = 1500, MAT_GOLD = 2500)
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/// Slowdown added onto the suit.
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var/slowdown_active = 0.5
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@@ -84,6 +85,7 @@
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idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.1 //Lowered from 0.3 due to no protection.
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incompatible_modules = list(/obj/item/mod/module/rad_protection)
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tgui_id = "rad_counter"
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materials = list(MAT_URANIUM = 2500, MAT_GLASS = 5000)
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/obj/item/mod/module/rad_protection/add_ui_data()
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. = ..()
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@@ -104,6 +106,7 @@
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use_power_cost = DEFAULT_CHARGE_DRAIN
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incompatible_modules = list(/obj/item/mod/module/tether)
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cooldown_time = 4 SECONDS
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materials = list(MAT_METAL = 4500, MAT_SILVER = 1500, MAT_GOLD = 2500)
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/obj/item/mod/module/tether/on_use()
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if(has_gravity(get_turf(src)))
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@@ -8,6 +8,7 @@
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icon_state = "storage"
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complexity = 3
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incompatible_modules = list(/obj/item/mod/module/storage, /obj/item/mod/module/plate_compression)
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materials = list(MAT_METAL = 2500, MAT_GLASS = 10000)
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/// Max weight class of items in the storage.
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var/max_w_class = WEIGHT_CLASS_NORMAL
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/// Max combined weight of all items in the storage.
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@@ -62,6 +63,7 @@
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icon_state = "storage_large"
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max_combined_w_class = 21
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max_items = 14
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materials = list(MAT_METAL = 2500, MAT_URANIUM = 10000)
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/obj/item/mod/module/storage/syndicate
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name = "MOD syndicate storage module"
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@@ -72,6 +74,7 @@
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max_combined_w_class = 30
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max_items = 21
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origin_tech = "materials=6;bluespace=5;syndicate=2"
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materials = list(MAT_METAL = 12000, MAT_GLASS = 2000, MAT_SILVER = 4000, MAT_PLASMA = 4000, MAT_TITANIUM = 4000, MAT_BLUESPACE = 6000)
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/obj/item/mod/module/storage/belt
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name = "MOD case storage module"
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@@ -126,6 +129,7 @@
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cooldown_time = 0.5 SECONDS
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overlay_state_inactive = "module_jetpack"
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overlay_state_active = "module_jetpack_on"
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materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000)
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/// Do we stop the wearer from gliding in space.
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var/stabilize = TRUE
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var/thrust_callback
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@@ -191,6 +195,7 @@
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However, it will take from the suit's power to do so."
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icon_state = "empshield"
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origin_tech = "materials=6;bluespace=5;syndicate=2"
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materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000)
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complexity = 1
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idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
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incompatible_modules = list(/obj/item/mod/module/emp_shield, /obj/item/mod/module/dna_lock)
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@@ -215,6 +220,7 @@
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cooldown_time = 0.5 SECONDS
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overlay_state_active = "module_light_on"
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light_color = COLOR_WHITE
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materials = list(MAT_METAL = 2500, MAT_GLASS = 5000)
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///The light power for the mod
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var/mod_light_range = 4
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///The light range for the mod
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@@ -352,6 +358,7 @@
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however, this incredibly sensitive module is shorted out by EMPs. Luckily, stable mutagen has been outlawed."
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icon_state = "dnalock"
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origin_tech = "materials=6;bluespace=5;syndicate=1"
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materials = list(MAT_METAL = 12500, MAT_DIAMOND = 4000)
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module_type = MODULE_USABLE
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complexity = 2
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use_power_cost = DEFAULT_CHARGE_DRAIN * 3
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@@ -450,6 +457,7 @@
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idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
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incompatible_modules = list(/obj/item/mod/module/plasma_stabilizer)
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overlay_state_inactive = "module_plasma"
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materials = list(MAT_METAL = 10000, MAT_GLASS = 4000, MAT_SILVER = 2000)
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/obj/item/mod/module/plasma_stabilizer/on_equip()
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ADD_TRAIT(mod.wearer, TRAIT_NOSELFIGNITION_HEAD_ONLY, MODSUIT_TRAIT)
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@@ -42,6 +42,7 @@
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overlay_state_active = "module_defibrillator_active"
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incompatible_modules = list(/obj/item/mod/module/defibrillator)
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cooldown_time = 0.5 SECONDS
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materials = list(MAT_METAL = 10000, MAT_GLASS = 4000, MAT_SILVER = 2000)
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/obj/item/mod/module/defibrillator/Initialize(mapload)
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. = ..()
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@@ -122,6 +123,7 @@
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incompatible_modules = list(/obj/item/mod/module/monitor)
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cooldown_time = 0.5 SECONDS
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allow_flags = MODULE_ALLOW_INACTIVE
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materials = list(MAT_METAL = 1500, MAT_GLASS = 3000)
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var/datum/ui_module/crew_monitor/mod/crew_monitor
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@@ -113,6 +113,7 @@
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complexity = 2
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incompatible_modules = list(/obj/item/mod/module/active_sonar)
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cooldown_time = 7.5 SECONDS //come on man this is discount thermals, it doesnt need a 15 second cooldown
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materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000)
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/obj/item/mod/module/active_sonar/on_use()
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. = ..()
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@@ -295,6 +296,7 @@
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complexity = 1
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overlay_state_inactive = "module_smoke_grenade"
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dispense_type = /obj/item/grenade/smokebomb
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materials = list(MAT_METAL = 12500, MAT_SILVER = 12050, MAT_GOLD = 2000, MAT_PLASMA = 5000)
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/obj/item/mod/module/dispenser/smoke/on_use()
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var/obj/item/grenade/smokebomb/grenade = ..()
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@@ -11,6 +11,7 @@
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use_power_cost = DEFAULT_CHARGE_DRAIN
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incompatible_modules = list(/obj/item/mod/module/bikehorn)
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cooldown_time = 1 SECONDS
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materials = list(MAT_METAL = 2500, MAT_BANANIUM = 2000)
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/obj/item/mod/module/bikehorn/on_use()
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. = ..()
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@@ -31,6 +32,7 @@
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complexity = 1
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idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
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incompatible_modules = list(/obj/item/mod/module/waddle)
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materials = list(MAT_METAL = 2500, MAT_BANANIUM = 2000)
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/obj/item/mod/module/waddle/on_suit_activation()
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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
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@@ -121,6 +121,7 @@
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incompatible_modules = list(/obj/item/mod/module/drill)
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cooldown_time = 0.5 SECONDS
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overlay_state_active = "module_drill"
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materials = list(MAT_METAL = 12500, MAT_DIAMOND = 4000)
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/obj/item/mod/module/drill/on_activation()
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. = ..()
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@@ -9,6 +9,7 @@
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active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
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incompatible_modules = list(/obj/item/mod/module/visor)
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cooldown_time = 0.5 SECONDS
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materials = list(MAT_SILVER = 2500, MAT_GLASS = 5000)
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/// The HUD type given by the visor.
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var/hud_type
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/// The trait given by the visor.
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