// items /obj/item/storage/firstaid/ancient icon_state = "firstaid" desc = "A first aid kit with the ability to heal common types of injuries." /obj/item/storage/firstaid/ancient/New() ..() new /obj/item/stack/medical/bruise_pack(src) new /obj/item/stack/medical/bruise_pack(src) new /obj/item/stack/medical/bruise_pack(src) new /obj/item/stack/medical/bruise_pack(src) new /obj/item/stack/medical/ointment(src) new /obj/item/stack/medical/ointment(src) new /obj/item/stack/medical/ointment(src) /obj/item/card/id/away/old name = "A perfectly retrograde identification card" desc = "A perfectly retrograde identification card. Looks like it could use some flavor." icon = 'icons/obj/card.dmi' icon_state = "retro" access = list(ACCESS_AWAY01) /obj/item/card/id/away/old/sec name = "Security Officer ID" desc = "A clip on ID Badge, has one of those fancy new magnetic strips built in. This one is encoded for the Security Dept." icon_state = "retro_security" /obj/item/card/id/away/old/sci name = "Scientist ID" desc = "A clip on ID Badge, has one of those fancy new magnetic strips built in. This one is encoded for the Science Dept." icon_state = "retro_research" /obj/item/card/id/away/old/med name = "Medical ID" desc = "A clip on ID Badge, has one of those fancy new magnetic strips built in. This one is encoded for the Medical Dept." icon_state = "retro_medical" /obj/item/card/id/away/old/eng name = "Engineer ID" desc = "A clip on ID Badge, has one of those fancy new magnetic strips built in. This one is encoded for the Engineering Dept." icon_state = "retro_engineering" /obj/item/card/id/away/old/apc name = "APC Access ID" desc = "A special ID card that allows access to APC terminals." icon_state = "centcom_old" access = list(ACCESS_ENGINE_EQUIP) /obj/item/storage/backpack/old max_combined_w_class = 12 // Equipment /obj/item/clothing/head/helmet/space/nasavoid/old name = "Engineering Void Helmet" desc = "A CentCom engineering dark red space suit helmet. While old and dusty, it still gets the job done." icon_state = "void-red" item_state = "void" /obj/item/clothing/suit/space/nasavoid/old name = "Engineering Voidsuit" icon_state = "void-red" item_state = "void" desc = "A CentCom engineering dark red space suit. Age has degraded the suit making is difficult to move around in." slowdown = 4 allowed = list(/obj/item/flashlight, /obj/item/tank, /obj/item/multitool) /obj/item/clothing/head/helmet/old name = "degrading helmet" desc = "Standard issue security helmet. Due to degradation the helmet's visor obstructs the users ability to see long distances." tint = 2 /obj/item/clothing/suit/armor/vest/old name = "degrading armor vest" desc = "Older generation Type 1 armored vest. Due to degradation over time the vest is far less maneuverable to move in." icon_state = "armor" item_state = "armor" slowdown = 1 /obj/item/gun/energy/laser/retro/old name ="laser gun" icon_state = "retro" desc = "First generation lasergun, developed by Nanotrasen. Suffers from ammo issues but its unique ability to recharge its ammo without the need of a magazine helps compensate. You really hope someone has developed a better lasergun while you were in cryo." ammo_type = list(/obj/item/ammo_casing/energy/lasergun/old) ammo_x_offset = 3 /obj/item/ammo_casing/energy/lasergun/old projectile_type = /obj/item/projectile/beam/laser e_cost = 200 select_name = "kill" /obj/item/gun/energy/e_gun/old name = "prototype energy gun" desc = "NT-P:01 Prototype Energy Gun. Early stage development of a unique laser rifle that has multifaceted energy lens allowing the gun to alter the form of projectile it fires on command." icon_state = "protolaser" ammo_x_offset = 2 ammo_type = list(/obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/electrode/old) /obj/item/ammo_casing/energy/electrode/old e_cost = 1000 // Papers /obj/item/paper/fluff/ruins/oldstation name = "Cryo Awakening Alert" info = "**WARNING**

Catastrophic damage sustained to station. Powernet exhausted to reawaken crew.

Immediate Objectives

1: Activate emergency power generator
2: Lift station lockdown on the bridge

Please locate the 'Damage Report' on the bridge for a detailed situation report." /obj/item/paper/fluff/ruins/oldstation/damagereport name = "Damage Report" info = "*Damage Report*

Alpha Station - Destroyed

Beta Station - Catastrophic Damage. Medical, destroyed. Atmospherics, partially destroyed. Engine Core, destroyed.

Charlie Station - Intact. Loss of oxygen to eastern side of main corridor.

Theta Station - Intact. WARNING: Unknown force occupying Theta Station. Intent unknown. Species unknown. Numbers unknown.

Recommendation - Reestablish station powernet via solar array. Reestablish station atmospherics system to restore air." /obj/item/paper/fluff/ruins/oldstation/protosuit name = "B01-RIG Hardsuit Report" info = "*Prototype Hardsuit*

The B01-RIG Hardsuit is a prototype powered exoskeleton. Based off of a recovered pre-void war era united Earth government powered military \ exosuit, the RIG Hardsuit is a breakthrough in Hardsuit technology, and is the first post-void war era Hardsuit that can be safely used by an operator.

The B01 however suffers \ a myriad of constraints. It is slow and bulky to move around, it lacks any significant armor plating against direct attacks and its internal heads up display is unfinished, \ resulting in the user being unable to see long distances.

The B01 is unlikely to see any form of mass production, but will serve as a base for future Hardsuit developments." /obj/item/paper/fluff/ruins/oldstation/protohealth name = "Health Analyser Report" info = "*Health Analyser*

The portable Health Analyser is essentially a handheld variant of a health analyser. Years of research have concluded with this device which is \ capable of diagnosing even the most critical, obscure or technical injuries any humanoid entity is suffering in an easy to understand format that even a non-trained health professional \ can understand.

The health analyser is expected to go into full production as standard issue medical kit." /obj/item/paper/fluff/ruins/oldstation/protogun name = "K14 Energy Gun Report" info = "*K14-Multiphase Energy Gun*

The K14 Prototype Energy Gun is the first Energy Rifle that has been successfully been able to not only hold a larger ammo charge \ than other gun models, but is capable of swapping between different energy projectile types on command with no incidents.

The weapon still suffers several drawbacks, its alternative, \ non laser fire mode, can only fire one round before exhausting the energy cell, the weapon also remains prohibitively expensive, nonetheless NT Market Research fully believe this weapon \ will form the backbone of our Energy weapon catalogue.

The K14 is expected to undergo revision to fix the ammo issues, the K15 is expected to replace the 'stun' setting with a \ 'disable' setting in an attempt to bypass the ammo issues." /obj/item/paper/fluff/ruins/oldstation/protosing name = "Singularity Generator" info = "*Singularity Generator*

Modern power generation typically comes in two forms, a Fusion Generator or a Fission Generator. Fusion provides the best space to power \ ratio, and is typically seen on military or high security ships and stations, however Fission reactors require the usage of expensive, and rare, materials in its construction.. Fission generators are massive and bulky, and require a large reserve of uranium to power, however they are extremely cheap to operate and oft need little maintenance once \ operational.

The Singularity aims to alter this, a functional Singularity is essentially a controlled Black Hole, a Black Hole that generates far more power than Fusion or Fission \ generators can ever hope to produce. " /obj/item/paper/fluff/ruins/oldstation/protoinv name = "Laboratory Inventory" info = "*Inventory*

(1) Prototype Hardsuit

(1)Health Analyser

(1)Prototype Energy Gun

(1)Singularity Generation Disk

DO NOT REMOVE WITHOUT \ THE CAPTAIN AND RESEARCH DIRECTOR'S AUTHORISATION" /obj/item/paper/fluff/ruins/oldstation/report name = "Crew Reawakening Report" info = "Artificial Program's report to surviving crewmembers.

Crew were placed into cryostasis on March 10th, 2445.

Crew were awoken from cryostasis around June, 2557.

\ SIGNIFICANT EVENTS OF NOTE
1: The primary radiation detectors were taken offline after 112 years due to power failure, secondary radiation detectors showed no residual \ radiation on station. Deduction, primarily detector was malfunctioning and was producing a radiation signal when there was none.

2: A data burst from a nearby Nanotrasen Space \ Station was received, this data burst contained research data that has been uploaded to our RnD labs.

3: Unknown invasion force has occupied Theta station." /obj/item/paper/fluff/ruins/oldstation/generator_manual name = "S.U.P.E.R.P.A.C.M.A.N.-type portable generator manual" info = "You can barely make out a faded sentence...

Wrench down the generator on top of a wire node connected to either a SMES input terminal or the power grid." //Old Prototype Hardsuit /obj/item/clothing/head/helmet/space/hardsuit/ancient name = "prototype RIG hardsuit helmet" desc = "Early prototype RIG hardsuit helmet, designed to quickly shift over a user's head. Design constraints of the helmet mean it has no inbuilt cameras, thus it restricts the users visability." icon_state = "hardsuit0-ancient" item_state = "anc_helm" armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75) item_color = "ancient" resistance_flags = FIRE_PROOF sprite_sheets = null /obj/item/clothing/suit/space/hardsuit/ancient name = "prototype RIG hardsuit" desc = "Prototype powered RIG hardsuit. Provides excellent protection from the elements of space while being comfortable to move around in, thanks to the powered locomotives. Remains very bulky however." icon_state = "hardsuit-ancient" item_state = "anc_hardsuit" armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75) slowdown = 3 resistance_flags = FIRE_PROOF sprite_sheets = null helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient var/footstep = 1 /obj/item/clothing/suit/space/hardsuit/ancient/on_mob_move() var/mob/living/carbon/human/H = loc if(!istype(H) || H.wear_suit != src) return if(footstep > 1) playsound(src, 'sound/effects/servostep.ogg', 100, 1) footstep = 0 else footstep++ ..() // Chemical bottles /obj/item/reagent_containers/glass/bottle/aluminum name = "aluminum bottle" list_reagents = list("aluminum" = 30) /obj/item/reagent_containers/glass/bottle/hydrogen name = "hydrogen bottle" list_reagents = list("hydrogen" = 30) /obj/item/reagent_containers/glass/bottle/lithium name = "lithium bottle" list_reagents = list("lithium" = 30) /obj/item/reagent_containers/glass/bottle/carbon name = "carbon bottle" list_reagents = list("carbon" = 30) /obj/item/reagent_containers/glass/bottle/nitrogen name = "nitrogen bottle" list_reagents = list("nitrogen" = 30) /obj/item/reagent_containers/glass/bottle/oxygen name = "oxygen bottle" list_reagents = list("oxygen" = 30) /obj/item/reagent_containers/glass/bottle/fluorine name = "fluorine bottle" list_reagents = list("fluorine" = 30) /obj/item/reagent_containers/glass/bottle/sodium name = "sodium bottle" list_reagents = list("sodium" = 30) /obj/item/reagent_containers/glass/bottle/silicon name = "silicon bottle" list_reagents = list("silicon" = 30) /obj/item/reagent_containers/glass/bottle/phosphorus name = "phosphorus bottle" list_reagents = list("phosphorus" = 30) /obj/item/reagent_containers/glass/bottle/sulfur name = "sulfur bottle" list_reagents = list("sulfur" = 30) /obj/item/reagent_containers/glass/bottle/chlorine name = "chlorine bottle" list_reagents = list("chlorine" = 30) /obj/item/reagent_containers/glass/bottle/potassium name = "potassium bottle" list_reagents = list("potassium" = 30) /obj/item/reagent_containers/glass/bottle/iron name = "iron bottle" list_reagents = list("iron" = 30) /obj/item/reagent_containers/glass/bottle/copper name = "copper bottle" list_reagents = list("copper" = 30) /obj/item/reagent_containers/glass/bottle/mercury name = "mercury bottle" list_reagents = list("mercury" = 30) /obj/item/reagent_containers/glass/bottle/radium name = "radium bottle" list_reagents = list("radium" = 30) /obj/item/reagent_containers/glass/bottle/water name = "water bottle" list_reagents = list("water" = 30) /obj/item/reagent_containers/glass/bottle/ethanol name = "ethanol bottle" list_reagents = list("ethanol" = 30) /obj/item/reagent_containers/glass/bottle/sugar name = "sugar bottle" list_reagents = list("sugar" = 30) /obj/item/reagent_containers/glass/bottle/sacid name = "sulphuric acid bottle" list_reagents = list("sacid" = 30) /obj/item/reagent_containers/glass/bottle/welding_fuel name = "welding fuel bottle" list_reagents = list("fuel" = 30) /obj/item/reagent_containers/glass/bottle/silver name = "silver bottle" list_reagents = list("silver" = 30) /obj/item/reagent_containers/glass/bottle/iodine name = "iodine bottle" list_reagents = list("iodine" = 30) /obj/item/reagent_containers/glass/bottle/bromine name = "bromine bottle" list_reagents = list("bromine" = 30) // Engines /obj/structure/shuttle/engine/large name = "engine" opacity = 1 icon = 'icons/obj/2x2.dmi' icon_state = "large_engine" desc = "A very large bluespace engine used to propel very large ships." bound_width = 64 bound_height = 64 appearance_flags = 0 // areas //Ruin of ancient Space Station /area/ruin/space/ancientstation name = "Charlie Station Main Corridor" icon_state = "green" has_gravity = TRUE /area/ruin/space/ancientstation/powered name = "Powered Tile" icon_state = "teleporter" requires_power = FALSE dynamic_lighting = DYNAMIC_LIGHTING_FORCED /area/ruin/space/ancientstation/space name = "Exposed To Space" icon_state = "teleporter" has_gravity = FALSE /area/ruin/space/ancientstation/atmo name = "Beta Station Atmospherics" icon_state = "red" has_gravity = FALSE ambientsounds = ENGINEERING_SOUNDS /area/ruin/space/ancientstation/betanorth name = "Beta Station North Corridor" icon_state = "blue" /area/ruin/space/ancientstation/solar name = "Station Solar Array" icon_state = "panelsAP" /area/ruin/space/ancientstation/engi name = "Charlie Station Engineering" icon_state = "engine" ambientsounds = ENGINEERING_SOUNDS /area/ruin/space/ancientstation/comm name = "Charlie Station Command" icon_state = "captain" /area/ruin/space/ancientstation/hydroponics name = "Charlie Station Hydroponics" icon_state = "garden" /area/ruin/space/ancientstation/kitchen name = "Charlie Station Kitchen" icon_state = "kitchen" /area/ruin/space/ancientstation/sec name = "Charlie Station Security" icon_state = "red" /area/ruin/space/ancientstation/thetacorridor name = "Theta Station Main Corridor" icon_state = "green" /area/ruin/space/ancientstation/proto name = "Theta Station Prototype Lab" icon_state = "toxlab" /area/ruin/space/ancientstation/rnd name = "Theta Station Research and Development" icon_state = "toxlab" /area/ruin/space/ancientstation/hivebot name = "Hivebot Mothership" icon_state = "teleporter"