/obj/structure/closet/crate/necropolis/ancient name = "ancient supply cache" /obj/structure/closet/crate/necropolis/ancient/populate_contents() new /obj/item/pinpointer/tendril(src) // in pinpointers, with the rest of them var/list/common_ore = list( /obj/item/stack/ore/uranium, /obj/item/stack/ore/silver, /obj/item/stack/ore/gold, /obj/item/stack/ore/plasma, /obj/item/stack/ore/titanium ) for(var/res in common_ore) var/obj/item/stack/R = new res(src) R.amount = rand(15, 30) var/list/rare_ore = list( /obj/item/stack/ore/diamond, /obj/item/stack/ore/bluespace_crystal, /obj/item/stack/sheet/mineral/abductor // few ruins of it often spawn, should be fine. ) for(var/res in rare_ore) var/obj/item/stack/R = new res(src) R.amount = rand(10, 15) //ash drakes drop 5, this is perfectly fine /obj/structure/closet/crate/necropolis/ancient/ex_act(severity) return /obj/structure/closet/crate/necropolis/ancient/crusher name = "alloyed ancient supply cache" /obj/structure/closet/crate/necropolis/ancient/crusher/populate_contents() . = ..() new /obj/item/crusher_trophy/adaptive_intelligence_core(src)