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Added sprites for stationary drilling gear. Added skeleton ores for coal, adamantine, mythril. Updated some icons. Expanded mining rig functionality. Changed adamantine and mythril to osmium and metallic hydrogen. Added ore distribution map generation to master controller. Added upgrading to stationary drills, tweaked other stuff. Rewriting the ore processor and how ores handle information. Also rewrote the ore stacker. Conflicts: baystation12.dme code/controllers/master_controller.dm code/modules/mining/coins.dm code/modules/mining/machine_processing.dm code/modules/mining/machine_stacking.dm code/modules/mining/minerals.dm code/modules/mining/satchel_ore_boxdm.dm
87 lines
1.8 KiB
Plaintext
87 lines
1.8 KiB
Plaintext
/obj/item/weapon/ore
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name = "rock"
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icon = 'icons/obj/mining.dmi'
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icon_state = "ore2"
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var/datum/geosample/geologic_data
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var/oretag
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/obj/item/weapon/ore/uranium
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name = "pitchblende"
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icon_state = "Uranium ore"
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origin_tech = "materials=5"
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oretag = "uranium"
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/obj/item/weapon/ore/iron
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name = "hematite"
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icon_state = "Iron ore"
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origin_tech = "materials=1"
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oretag = "hematite"
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/obj/item/weapon/ore/coal
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name = "carbonaceous rock"
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icon_state = "Iron ore" //TODO
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origin_tech = "materials=1"
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oretag = "coal"
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/obj/item/weapon/ore/glass
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name = "impure silicates"
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icon_state = "Glass ore"
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origin_tech = "materials=1"
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oretag = "sand"
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/obj/item/weapon/ore/plasma
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name = "plasma crystals"
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icon_state = "Plasa ore"
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origin_tech = "materials=2"
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oretag = "plasma"
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/obj/item/weapon/ore/silver
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name = "native silver ore"
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icon_state = "Silver ore"
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origin_tech = "materials=3"
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oretag = "silver"
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/obj/item/weapon/ore/gold
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name = "native gold ore"
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icon_state = "Gold ore"
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origin_tech = "materials=4"
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oretag = "gold"
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/obj/item/weapon/ore/diamond
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name = "diamonds"
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icon_state = "Diamond ore"
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origin_tech = "materials=6"
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oretag = "diamond"
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/obj/item/weapon/ore/osmium
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name = "raw platinum"
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icon_state = "slag" //TODO
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oretag = "platinum"
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/obj/item/weapon/ore/hydrogen
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name = "raw hydrogen"
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icon_state = "slag" //TODO
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oretag = "hydrogen"
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/obj/item/weapon/ore/clown
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name = "Bananium ore"
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icon_state = "Clown ore"
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origin_tech = "materials=4"
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oretag="clown"
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/obj/item/weapon/ore/slag
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name = "Slag"
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desc = "Completely useless"
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icon_state = "slag"
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oretag = "slag"
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/obj/item/weapon/ore/New()
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pixel_x = rand(0,16)-8
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pixel_y = rand(0,8)-8
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/obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/device/core_sampler))
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var/obj/item/device/core_sampler/C = W
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C.sample_item(src, user)
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else
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return ..() |