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Adds a modular armour version of the explorer suit and adds sprites to specialist armour (#7921)
* Adds a modular armour version of the explorer suit. * Adds material armour building steps for plates, arm guards and leg guards Adjusts chitin hardness and weight (weaker and lighter) * Maps a drying rack and washing machine into the planetside outpost * Fixes QDEL issue, adds sprites to the specialist armours, and adjusts the cargo crates to match. * Changes map format to TGM * Removes flashy pixel on south facing leg sprites * Adds proper returns, removes copypasta, fixes labeller & pen interactions
This commit is contained in:
@@ -281,10 +281,7 @@
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name = "Armor - Riot plates"
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contains = list(
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/obj/item/clothing/head/helmet/riot,
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/obj/item/clothing/suit/armor/pcarrier,
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/obj/item/clothing/accessory/armor/armorplate/riot,
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/obj/item/clothing/accessory/armor/armguards/riot,
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/obj/item/clothing/accessory/armor/legguards/riot
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/obj/item/clothing/suit/armor/pcarrier/riot/full
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)
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cost = 40
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containertype = /obj/structure/closet/crate/secure/lawson
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@@ -308,10 +305,7 @@
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name = "Armor - Ablative plates"
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contains = list(
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/obj/item/clothing/head/helmet/laserproof,
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/obj/item/clothing/suit/armor/pcarrier,
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/obj/item/clothing/accessory/armor/armorplate/laserproof,
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/obj/item/clothing/accessory/armor/armguards/laserproof,
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/obj/item/clothing/accessory/armor/legguards/laserproof
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/obj/item/clothing/suit/armor/pcarrier/laserproof/full
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)
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cost = 50
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containertype = /obj/structure/closet/crate/secure/lawson
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@@ -335,10 +329,7 @@
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name = "Armor - Ballistic plates"
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contains = list(
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/obj/item/clothing/head/helmet/bulletproof,
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/obj/item/clothing/suit/armor/pcarrier,
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/obj/item/clothing/accessory/armor/armorplate/bulletproof,
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/obj/item/clothing/accessory/armor/armguards/bulletproof,
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/obj/item/clothing/accessory/armor/legguards/bulletproof
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/obj/item/clothing/suit/armor/pcarrier/bulletproof/full
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)
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cost = 50
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containertype = /obj/structure/closet/crate/secure/heph
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@@ -31,7 +31,9 @@ Protectiveness | Armor %
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var/applies_material_color = TRUE
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var/unbreakable = FALSE
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var/default_material = null // Set this to something else if you want material attributes on init.
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var/material_armor_modifer = 1 // Adjust if you want seperate types of armor made from the same material to have different protectiveness (e.g. makeshift vs real armor)
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var/material_armor_modifier = 1 // Adjust if you want seperate types of armor made from the same material to have different protectiveness (e.g. makeshift vs real armor)
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var/material_slowdown_modifier = 0
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var/material_slowdown_multiplier = 1
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/obj/item/clothing/New(var/newloc, var/material_key)
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..(newloc)
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@@ -138,7 +140,7 @@ Protectiveness | Armor %
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return ..()
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var/reflectchance = (40 * material.reflectivity) - round(damage/3)
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reflectchance *= material_armor_modifer
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reflectchance *= material_armor_modifier
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if(!(def_zone in list(BP_TORSO, BP_GROIN)))
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reflectchance /= 2
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if(P.starting && prob(reflectchance))
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@@ -166,17 +168,17 @@ Protectiveness | Armor %
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if(material)
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var/melee_armor = 0, bullet_armor = 0, laser_armor = 0, energy_armor = 0, bomb_armor = 0
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melee_armor = calculate_material_armor(material.protectiveness * material_armor_modifer)
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melee_armor = calculate_material_armor(material.protectiveness * material_armor_modifier)
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bullet_armor = calculate_material_armor((material.protectiveness * (material.hardness / 100) * material_armor_modifer) * 0.7)
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bullet_armor = calculate_material_armor((material.protectiveness * (material.hardness / 100) * material_armor_modifier) * 0.7)
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laser_armor = calculate_material_armor((material.protectiveness * (material.reflectivity + 1) * material_armor_modifer) * 0.7)
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laser_armor = calculate_material_armor((material.protectiveness * (material.reflectivity + 1) * material_armor_modifier) * 0.7)
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if(material.opacity != 1)
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laser_armor *= max(material.opacity - 0.3, 0) // Glass and such has an opacity of 0.3, but lasers should go through glass armor entirely.
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energy_armor = calculate_material_armor((material.protectiveness * material_armor_modifer) * 0.4)
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energy_armor = calculate_material_armor((material.protectiveness * material_armor_modifier) * 0.4)
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bomb_armor = calculate_material_armor((material.protectiveness * material_armor_modifer) * 0.5)
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bomb_armor = calculate_material_armor((material.protectiveness * material_armor_modifier) * 0.5)
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// Makes sure the numbers stay capped.
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for(var/number in list(melee_armor, bullet_armor, laser_armor, energy_armor, bomb_armor))
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@@ -190,7 +192,12 @@ Protectiveness | Armor %
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if(!isnull(material.conductivity))
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siemens_coefficient = between(0, material.conductivity / 10, 10)
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slowdown = between(0, round(material.weight / 10, 0.1), 6)
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var/slowdownModified = between(0, round(material.weight / 10, 0.1), 6)
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var/slowdownUncapped = (material_slowdown_multiplier * slowdownModified) - material_slowdown_modifier
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slowdown = max(slowdownUncapped, 0)
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/obj/item/clothing/suit/armor/material
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name = "armor"
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@@ -201,6 +208,67 @@ Protectiveness | Armor %
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desc = "This appears to be two 'sheets' of a material held together by cable. If the sheets are strong, this could be rather protective."
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icon_state = "material_armor_makeshift"
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/obj/item/clothing/accessory/material/makeshift/light //Craftable with 4 material sheets, less slowdown, less armour
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name = "light armor plate"
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desc = "A thin plate of padded material, designed to fit into a plate carrier. Attaches to a plate carrier."
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icon = 'icons/obj/clothing/modular_armor.dmi'
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icon_state = "armor_light"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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slot = ACCESSORY_SLOT_ARMOR_C
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material_armor_modifier = 0.8
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material_slowdown_modifier = 0.5 //Subtracted from total slowdown
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material_slowdown_multiplier = 0.8 //Multiplied by total slowdown
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/obj/item/clothing/accessory/material/makeshift/heavy //Craftable with 8 material sheets, more slowdown, more armour
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name = "heavy armor plate"
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desc = "A thick plate of padded material, designed to fit into a plate carrier. Attaches to a plate carrier."
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icon = 'icons/obj/clothing/modular_armor.dmi'
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icon_state = "armor_medium"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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slot = ACCESSORY_SLOT_ARMOR_C
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material_armor_modifier = 1.2
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material_slowdown_modifier = 0
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material_slowdown_multiplier = 1
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/obj/item/clothing/accessory/material/custom //Not yet craftable, advanced version made with science!
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name = "custom armor plate"
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desc = "A composite plate of custom machined material, designed to fit into a plate carrier. Attaches to a plate carrier."
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icon = 'icons/obj/clothing/modular_armor.dmi'
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icon_state = "armor_tactical"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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slot = ACCESSORY_SLOT_ARMOR_C
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material_armor_modifier = 1.2
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material_slowdown_modifier = 0.5
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material_slowdown_multiplier = 0.8
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/obj/item/clothing/accessory/material/makeshift/armguards
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name = "arm guards"
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desc = "A pair of arm pads reinforced with material. Attaches to a plate carrier."
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// accessory_icons = list(slot_tie_str = 'icons/mob/modular_armor.dmi', slot_wear_suit_str = 'icons/mob/modular_armor.dmi')
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icon = 'icons/obj/clothing/modular_armor.dmi'
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icon_override = 'icons/mob/modular_armor.dmi'
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icon_state = "armguards_material"
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gender = PLURAL
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body_parts_covered = ARMS
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slot = ACCESSORY_SLOT_ARMOR_A
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material_armor_modifier = 0.8
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material_slowdown_modifier = 0.8
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material_slowdown_multiplier = 0.8
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/obj/item/clothing/accessory/material/makeshift/legguards
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name = "leg guards"
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desc = "A pair of leg guards reinforced with material. Attaches to a plate carrier."
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// accessory_icons = list(slot_tie_str = 'icons/mob/modular_armor.dmi', slot_wear_suit_str = 'icons/mob/modular_armor.dmi')
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icon = 'icons/obj/clothing/modular_armor.dmi'
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icon_override = 'icons/mob/modular_armor.dmi'
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icon_state = "legguards_material"
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gender = PLURAL
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body_parts_covered = LEGS
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slot = ACCESSORY_SLOT_ARMOR_L
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material_armor_modifier = 0.8
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material_slowdown_modifier = 0.8
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material_slowdown_multiplier = 0.8
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/obj/item/clothing/suit/armor/material/makeshift/durasteel
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default_material = "durasteel"
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@@ -218,6 +286,9 @@ Protectiveness | Armor %
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thrown_force_divisor = 0.2
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var/wired = FALSE
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/obj/item/weapon/material/armor_plating/insert
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unbreakable = FALSE
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/obj/item/weapon/material/armor_plating/attackby(var/obj/O, mob/user)
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if(istype(O, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/S = O
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@@ -249,6 +320,54 @@ Protectiveness | Armor %
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else
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..()
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//Make plating inserts for modular armour.
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/obj/item/weapon/material/armor_plating/insert/attackby(var/obj/O, mob/user)
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. = ..()
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if(istype(O, /obj/item/weapon/weldingtool))
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var /obj/item/weapon/weldingtool/S = O
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if(S.remove_fuel(0,user))
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if(!src || !S.isOn()) return
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to_chat(user, "<span class='notice'>You trim down the edges to size.</span>")
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user.drop_from_inventory(src)
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var/obj/item/clothing/accessory/material/makeshift/light/new_armor = new(null, src.material.name)
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user.put_in_hands(new_armor)
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qdel(src)
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return
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if(istype(O, /obj/item/weapon/material/armor_plating/insert))
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var/obj/item/weapon/material/armor_plating/insert/second_plate = O
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if(second_plate.material != src.material)
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to_chat(user, "<span class='warning'>Both plates need to be the same type of material.</span>")
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return
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to_chat(user, "<span class='notice'>You bond the two plates together.</span>")
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user.drop_from_inventory(src)
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user.drop_from_inventory(second_plate)
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var/obj/item/clothing/accessory/material/makeshift/heavy/new_armor = new(null, src.material.name)
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user.put_in_hands(new_armor)
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qdel(second_plate)
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qdel(src)
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return
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if(istype(O, /obj/item/weapon/tool/wirecutters))
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to_chat(user, "<span class='notice'>You split the plate down the middle, and joint it at the elbow.</span>")
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user.drop_from_inventory(src)
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var/obj/item/clothing/accessory/material/makeshift/armguards/new_armor = new(null, src.material.name)
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user.put_in_hands(new_armor)
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qdel(src)
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return
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if(istype(O, /obj/item/stack/material))
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var/obj/item/stack/material/S = O
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if(S.material == get_material_by_name("leather"))
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if(S.use(2))
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to_chat(user, "<span class='notice'>You curve the plate inwards, and add a strap for adjustment.</span>")
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user.drop_from_inventory(src)
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var/obj/item/clothing/accessory/material/makeshift/legguards/new_armor = new(null, src.material.name)
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user.put_in_hands(new_armor)
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qdel(src)
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return
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// Used to craft the makeshift helmet
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/obj/item/clothing/head/helmet/bucket
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@@ -117,6 +117,15 @@
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min_cold_protection_temperature = T0C - 20
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cold_protection = HEAD
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/obj/item/clothing/head/helmet/explorer
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name = "explorer hood"
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desc = "An armoured hood for exploring harsh environments."
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icon_state = "explorer"
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flags = THICKMATERIAL
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.9
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armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 35, bio = 75, rad = 35)
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/obj/item/clothing/head/helmet/swat
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name = "\improper SWAT helmet"
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desc = "They're often used by highly trained SWAT Officers."
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@@ -539,6 +539,14 @@
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return 0
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return 1
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/obj/item/clothing/suit/armor/pcarrier/explorer
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name = "explorer suit"
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desc = "A lightweight explorer plate carrier. It can be equipped with armor plates, but only protects from the cold on it's own."
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icon_state = "explorer"
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flags = THICKMATERIAL
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
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cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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/obj/item/clothing/suit/armor/pcarrier/light
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate)
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@@ -593,6 +601,30 @@
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desc = "A lightweight tan plate carrier vest. It can be equipped with armor plates, but provides no protection of its own."
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icon_state = "pcarrier_tan"
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/obj/item/clothing/suit/armor/pcarrier/laserproof
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name = "ablative plate carrier"
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desc = "A specialist laser resistant plate carrier. It can be equipped with armour plates, but provides very little protection of its own."
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icon_state = "ablative"
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armor = list(melee = 0, bullet = 0, laser = 5, energy = 5, bomb = 0, bio = 0, rad = 0)
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate/laserproof)
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/obj/item/clothing/suit/armor/pcarrier/bulletproof
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name = "ballistic plate carrier"
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desc = "A specialist bullet resistant plate carrier. It can be equipped with armour plates, but provides very little protection of its own."
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icon_state = "ballistic"
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armor = list(melee = 0, bullet = 5, laser = 0, energy = 0, bomb = 5, bio = 0, rad = 0)
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate/bulletproof)
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/obj/item/clothing/suit/armor/pcarrier/riot
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name = "riot plate carrier"
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desc = "A specialist melee resistant plate carrier. It can be equipped with armour plates, but provides very little protection of its own."
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icon_state = "riot"
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armor = list(melee = 5, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate/riot)
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/obj/item/clothing/suit/armor/pcarrier/explorer/light
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate/explorer, /obj/item/clothing/accessory/armor/armguards/explorer, /obj/item/clothing/accessory/armor/legguards/explorer, /obj/item/clothing/accessory/storage/pouches/green)
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/obj/item/clothing/suit/armor/pcarrier/tan/tactical
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name = "tactical plate carrier"
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate/tactical, /obj/item/clothing/accessory/storage/pouches/large/tan)
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@@ -600,3 +632,11 @@
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/obj/item/clothing/suit/armor/pcarrier/merc
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate/merc, /obj/item/clothing/accessory/armor/armguards/merc, /obj/item/clothing/accessory/armor/legguards/merc, /obj/item/clothing/accessory/storage/pouches/large)
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/obj/item/clothing/suit/armor/pcarrier/laserproof/full
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate/laserproof, /obj/item/clothing/accessory/armor/armguards/laserproof, /obj/item/clothing/accessory/armor/legguards/laserproof, /obj/item/clothing/accessory/storage/pouches/blue)
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/obj/item/clothing/suit/armor/pcarrier/bulletproof/full
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate/bulletproof, /obj/item/clothing/accessory/armor/armguards/bulletproof, /obj/item/clothing/accessory/armor/legguards/bulletproof, /obj/item/clothing/accessory/storage/pouches)
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/obj/item/clothing/suit/armor/pcarrier/riot/full
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starting_accessories = list(/obj/item/clothing/accessory/armor/armorplate/riot, /obj/item/clothing/accessory/armor/armguards/riot, /obj/item/clothing/accessory/armor/legguards/riot, /obj/item/clothing/accessory/storage/pouches)
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@@ -92,6 +92,12 @@
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armor = list(melee = 30, bullet = 15, laser = 40, energy = 10, bomb = 25, bio = 0, rad = 0)
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slot = ACCESSORY_SLOT_ARMOR_C
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/obj/item/clothing/accessory/armor/armorplate/explorer
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name = "explorer armor plate"
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desc = "A flexible plate made of synthetic fibers, designed to protect from the Sivian fauna. Attaches to a plate carrier."
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icon_state = "armor_light"
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armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 35, bio = 75, rad = 35)
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/obj/item/clothing/accessory/armor/armorplate/stab
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name = "mesh armor plate"
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desc = "A mesh armor plate made of steel-reinforced synthetic fibers, great for dealing with small blades. Attaches to a plate carrier."
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@@ -145,7 +151,7 @@
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/obj/item/clothing/accessory/armor/armorplate/laserproof
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name = "ablative armor plate"
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desc = "A durasteel-scaled synthetic armor plate, providing good protection against lasers. Attaches to a plate carrier."
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icon_state = "armor_medium"
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icon_state = "armor_ablative"
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slowdown = 0.6
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armor = list(melee = 10, bullet = 10, laser = 70, energy = 50, bomb = 0, bio = 0, rad = 0)
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armorsoak = list(melee = 0, bullet = 0, laser = 10, energy = 15, bomb = 0, bio = 0, rad = 0)
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@@ -203,6 +209,12 @@
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desc = "A pair of tan arm pads reinforced with armor plating. Attaches to a plate carrier."
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icon_state = "armguards_tan"
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||||
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/obj/item/clothing/accessory/armor/armguards/explorer
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name = "explorer arm guards"
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desc = "A pair of green arm pads reinforced with armor plating. Attaches to a plate carrier."
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icon_state = "armguards_green"
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armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 35, bio = 75, rad = 35)
|
||||
|
||||
/obj/item/clothing/accessory/armor/armguards/merc
|
||||
name = "heavy arm guards"
|
||||
desc = "A pair of red-trimmed black arm pads reinforced with heavy armor plating. Attaches to a plate carrier."
|
||||
@@ -262,6 +274,12 @@
|
||||
desc = "A pair of armored leg pads in tan. Attaches to a plate carrier."
|
||||
icon_state = "legguards_tan"
|
||||
|
||||
/obj/item/clothing/accessory/armor/legguards/explorer
|
||||
name = "explorer leg guards"
|
||||
desc = "A pair of armored leg pads in green. Attaches to a plate carrier."
|
||||
icon_state = "legguards_green"
|
||||
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 35, bio = 75, rad = 35)
|
||||
|
||||
/obj/item/clothing/accessory/armor/legguards/merc
|
||||
name = "heavy leg guards"
|
||||
desc = "A pair of heavily armored leg pads in red-trimmed black. Attaches to a plate carrier."
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
recipes += new/datum/stack_recipe("[display_name] ashtray", /obj/item/weapon/material/ashtray, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
|
||||
recipes += new/datum/stack_recipe("[display_name] spoon", /obj/item/weapon/material/kitchen/utensil/spoon/plastic, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
|
||||
recipes += new/datum/stack_recipe("[display_name] armor plate", /obj/item/weapon/material/armor_plating, 1, time = 20, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
|
||||
recipes += new/datum/stack_recipe("[display_name] armor plate insert", /obj/item/weapon/material/armor_plating/insert, 2, time = 40, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
|
||||
recipes += new/datum/stack_recipe("[display_name] grave marker", /obj/item/weapon/material/gravemarker, 5, time = 50, supplied_material = "[name]", pass_stack_color = TRUE)
|
||||
recipes += new/datum/stack_recipe("[display_name] ring", /obj/item/clothing/gloves/ring/material, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
|
||||
recipes += new/datum/stack_recipe("[display_name] bracelet", /obj/item/clothing/accessory/bracelet/material, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
|
||||
|
||||
@@ -1057,9 +1057,10 @@ var/list/name_to_material
|
||||
icon_base = "solid"
|
||||
icon_reinf = "reinf_mesh"
|
||||
integrity = 60
|
||||
weight = 10
|
||||
ignition_point = T0C+400
|
||||
melting_point = T0C+500
|
||||
protectiveness = 25
|
||||
protectiveness = 20
|
||||
conductive = 0
|
||||
supply_conversion_value = 4
|
||||
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 9.2 KiB After Width: | Height: | Size: 10 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 4.9 KiB After Width: | Height: | Size: 5.2 KiB |
@@ -6324,13 +6324,9 @@
|
||||
/turf/simulated/floor/tiled,
|
||||
/area/surface/outpost/main)
|
||||
"nC" = (
|
||||
/obj/item/device/radio/intercom{
|
||||
dir = 8;
|
||||
name = "Station Intercom (General)";
|
||||
pixel_x = -21
|
||||
},
|
||||
/turf/simulated/floor/tiled/freezer,
|
||||
/area/surface/outpost/main/restroom)
|
||||
/obj/machinery/smartfridge/drying_rack,
|
||||
/turf/simulated/floor/plating,
|
||||
/area/surface/outpost/main/garage)
|
||||
"nD" = (
|
||||
/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers,
|
||||
/obj/machinery/atmospherics/pipe/simple/hidden/supply,
|
||||
@@ -8780,15 +8776,14 @@
|
||||
/turf/simulated/floor/tiled/freezer,
|
||||
/area/surface/outpost/main/pool)
|
||||
"sa" = (
|
||||
/obj/machinery/firealarm{
|
||||
dir = 2;
|
||||
pixel_y = 24
|
||||
},
|
||||
/obj/structure/disposalpipe/segment{
|
||||
dir = 4
|
||||
/obj/item/device/radio/intercom{
|
||||
dir = 8;
|
||||
name = "Station Intercom (General)";
|
||||
pixel_x = -21
|
||||
},
|
||||
/obj/machinery/washing_machine,
|
||||
/turf/simulated/floor/tiled/freezer,
|
||||
/area/surface/outpost/main/pool)
|
||||
/area/surface/outpost/main/restroom)
|
||||
"sb" = (
|
||||
/obj/machinery/light/spot{
|
||||
dir = 1
|
||||
@@ -14229,6 +14224,16 @@
|
||||
},
|
||||
/turf/simulated/floor/tiled/steel/sif/planetuse,
|
||||
/area/surface/outside/path/plains)
|
||||
"Eq" = (
|
||||
/obj/machinery/firealarm{
|
||||
dir = 2;
|
||||
pixel_y = 24
|
||||
},
|
||||
/obj/structure/disposalpipe/segment{
|
||||
dir = 4
|
||||
},
|
||||
/turf/simulated/floor/tiled/freezer,
|
||||
/area/surface/outpost/main/pool)
|
||||
|
||||
(1,1,1) = {"
|
||||
aa
|
||||
@@ -51038,7 +51043,7 @@ pQ
|
||||
qB
|
||||
qZ
|
||||
rD
|
||||
sa
|
||||
Eq
|
||||
sw
|
||||
sS
|
||||
ti
|
||||
@@ -53075,7 +53080,7 @@ hk
|
||||
hF
|
||||
ic
|
||||
iF
|
||||
iH
|
||||
nC
|
||||
jt
|
||||
qU
|
||||
kg
|
||||
@@ -53343,7 +53348,7 @@ ll
|
||||
lW
|
||||
mD
|
||||
nd
|
||||
nC
|
||||
sa
|
||||
nE
|
||||
nE
|
||||
nE
|
||||
|
||||
@@ -41,6 +41,8 @@
|
||||
|
||||
starts_with = list(
|
||||
/obj/item/clothing/under/explorer,
|
||||
/obj/item/clothing/suit/armor/pcarrier/explorer/light,
|
||||
/obj/item/clothing/head/helmet/explorer,
|
||||
/obj/item/clothing/suit/storage/hooded/explorer,
|
||||
/obj/item/clothing/mask/gas/explorer,
|
||||
/obj/item/clothing/shoes/boots/winter/explorer,
|
||||
|
||||
Reference in New Issue
Block a user