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https://github.com/ParadiseSS13/Paradise.git
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This simply adjusts the currently available holster from the
biogenerator from being the belt item (which can only hold sketckins
(pistols) and the detective's revolver) to the accessory holster, which
is the same one Blueshields get.
:cl:Twinmold
Adjust: Biogenerator holster from belt object to accessory holster.
/🆑
221 lines
6.3 KiB
Plaintext
221 lines
6.3 KiB
Plaintext
///////////////////////////////////
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///////Biogenerator Designs ///////
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///////////////////////////////////
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/datum/design/milk
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name = "10 milk"
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id = "milk"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 20)
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make_reagents = list("milk" = 10)
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category = list("initial","Food")
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/datum/design/cream
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name = "10 cream"
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id = "cream"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 30)
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make_reagents = list("cream" = 10)
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category = list("initial","Food")
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/datum/design/milk_carton
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name = "Milk carton"
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id = "milk_carton"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 100)
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build_path = /obj/item/weapon/reagent_containers/food/condiment/milk
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category = list("initial","Food")
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/datum/design/cream_carton
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name = "Cream carton"
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id = "cream_carton"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 300)
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build_path = /obj/item/weapon/reagent_containers/food/drinks/bottle/cream
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category = list("initial","Food")
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/datum/design/black_pepper
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name = "10u black pepper"
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id = "black_pepper"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 25)
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make_reagents = list("blackpepper" = 10)
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category = list("initial","Food")
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/datum/design/pepper_mill
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name = "Pepper mill"
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id = "pepper_mill"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 50)
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build_path = /obj/item/weapon/reagent_containers/food/condiment/peppermill
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make_reagents = list()
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category = list("initial","Food")
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/datum/design/monkey_cube
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name = "Monkey cube"
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id = "mcube"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 250)
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build_path = /obj/item/weapon/reagent_containers/food/snacks/monkeycube
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category = list("initial", "Food")
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/datum/design/ez_nut
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name = "E-Z-Nutrient"
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id = "ez_nut"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 10)
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build_path = /obj/item/weapon/reagent_containers/glass/bottle/nutrient/ez
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category = list("initial","Botany Chemicals")
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/datum/design/l4z_nut
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name = "Left 4 Zed"
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id = "l4z_nut"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 20)
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build_path = /obj/item/weapon/reagent_containers/glass/bottle/nutrient/l4z
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category = list("initial","Botany Chemicals")
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/datum/design/rh_nut
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name = "Robust Harvest"
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id = "rh_nut"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 25)
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build_path = /obj/item/weapon/reagent_containers/glass/bottle/nutrient/rh
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category = list("initial","Botany Chemicals")
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/datum/design/weed_killer
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name = "Weed Killer"
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id = "weed_killer"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 50)
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build_path = /obj/item/weapon/reagent_containers/glass/bottle/killer/weedkiller
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category = list("initial","Botany Chemicals")
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/datum/design/pest_spray
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name = "Pest Killer"
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id = "pest_spray"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 50)
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build_path = /obj/item/weapon/reagent_containers/glass/bottle/killer/pestkiller
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category = list("initial","Botany Chemicals")
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/datum/design/botany_bottle
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name = "Empty Bottle"
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id = "botany_bottle"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 5)
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build_path = /obj/item/weapon/reagent_containers/glass/bottle/nutrient/empty
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category = list("initial", "Botany Chemicals")
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/datum/design/cloth
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name = "Roll of cloth"
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id = "cloth"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 50)
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build_path = /obj/item/stack/sheet/cloth
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category = list("initial","Leather and Cloth")
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/datum/design/wallet
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name = "Wallet"
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id = "wallet"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 100)
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build_path = /obj/item/weapon/storage/wallet
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category = list("initial","Leather and Cloth")
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/datum/design/botany_gloves
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name = "Botanical gloves"
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id = "botany_gloves"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 150)
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build_path = /obj/item/clothing/gloves/botanic_leather
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category = list("initial","Leather and Cloth")
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/datum/design/toolbelt
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name = "Utility Belt"
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id = "toolbelt"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 300)
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build_path = /obj/item/weapon/storage/belt/utility
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category = list("initial","Leather and Cloth")
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/datum/design/hydrobelt
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name = "Botanist belt"
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id = "hydrobelt"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 300)
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build_path = /obj/item/weapon/storage/belt/botany
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category = list("initial","Leather and Cloth")
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/datum/design/secbelt
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name = "Security belt"
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id = "secbelt"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 300)
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build_path = /obj/item/weapon/storage/belt/security
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category = list("initial","Leather and Cloth")
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/datum/design/medbelt
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name = "Medical belt"
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id = "medbel"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 300)
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build_path = /obj/item/weapon/storage/belt/medical
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category = list("initial","Leather and Cloth")
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/datum/design/janibelt
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name = "Janitorial belt"
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id = "janibelt"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 300)
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build_path = /obj/item/weapon/storage/belt/janitor
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category = list("initial","Leather and Cloth")
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/datum/design/bandolier
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name = "Bandolier belt"
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id = "bandolier"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 300)
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build_path = /obj/item/weapon/storage/belt/bandolier
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category = list("initial","Leather and Cloth")
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/datum/design/s_holster
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name = "Shoulder holster"
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id = "s_holster"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 400)
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build_path = /obj/item/clothing/accessory/holster
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category = list("initial","Leather and Cloth")
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/datum/design/leather_satchel
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name = "Leather satchel"
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id = "leather_satchel"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 400)
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build_path = /obj/item/weapon/storage/backpack/satchel
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category = list("initial","Leather and Cloth")
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/datum/design/leather_jacket
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name = "Leather jacket"
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id = "leather_jacket"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 500)
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build_path = /obj/item/clothing/suit/jacket/leather
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category = list("initial","Leather and Cloth")
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/datum/design/leather_overcoat
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name = "Leather overcoat"
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id = "leather_overcoat"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 1000)
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build_path = /obj/item/clothing/suit/jacket/leather/overcoat
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category = list("initial","Leather and Cloth")
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/datum/design/rice_hat
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name = "Rice hat"
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id = "rice_hat"
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build_type = BIOGENERATOR
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materials = list(MAT_BIOMASS = 300)
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build_path = /obj/item/clothing/head/rice_hat
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category = list("initial","Leather and Cloth")
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