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Mass rename of 'metal' to steel, refactor of walls and falsewall mineral construction, refactor of materials and ores.
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@@ -66,8 +66,8 @@ won't update every console in existence) but it's more of a hassle to do. Also,
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if (copytext(ID, 1, 2) == "$")
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return_name = copytext(ID, 2)
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switch(return_name)
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if("metal")
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return_name = "Metal"
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if("steel")
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return_name = "Steel"
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if("glass")
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return_name = "Glass"
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if("gold")
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@@ -262,7 +262,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
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if(linked_destroy.loaded_item.reliability < 100 && linked_destroy.loaded_item.crit_fail)
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files.UpdateDesign(linked_destroy.loaded_item.type)
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if(linked_lathe && linked_destroy.loaded_item.matter) //Also sends salvaged materials to a linked protolathe, if any.
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linked_lathe.m_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.matter["metal"]*linked_destroy.decon_mod))
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linked_lathe.m_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.matter["steel"]*linked_destroy.decon_mod))
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linked_lathe.g_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.matter["glass"]*linked_destroy.decon_mod))
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linked_destroy.loaded_item = null
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for(var/obj/I in linked_destroy.contents)
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@@ -438,27 +438,24 @@ won't update every console in existence) but it's more of a hassle to do. Also,
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else if(href_list["lathe_ejectsheet"] && linked_lathe) //Causes the protolathe to eject a sheet of material
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var/desired_num_sheets = text2num(href_list["amount"])
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var/res_amount, type
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switch(href_list["lathe_ejectsheet"])
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if("metal")
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type = /obj/item/stack/sheet/metal
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var/material/M = name_to_mineral[href_list["lathe_ejectsheet"]]
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if(istype(M))
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type = M.stack_type
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switch(name_to_mineral[href_list["lathe_ejectsheet"]])
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if("steel")
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res_amount = "m_amount"
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if("glass")
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type = /obj/item/stack/sheet/glass
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res_amount = "g_amount"
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if("gold")
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type = /obj/item/stack/sheet/mineral/gold
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res_amount = "gold_amount"
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if("silver")
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type = /obj/item/stack/sheet/mineral/silver
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res_amount = "silver_amount"
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if("phoron")
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type = /obj/item/stack/sheet/mineral/phoron
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res_amount = "phoron_amount"
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if("uranium")
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type = /obj/item/stack/sheet/mineral/uranium
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res_amount = "uranium_amount"
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if("diamond")
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type = /obj/item/stack/sheet/mineral/diamond
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res_amount = "diamond_amount"
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if(ispath(type) && hasvar(linked_lathe, res_amount))
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@@ -817,11 +814,11 @@ won't update every console in existence) but it's more of a hassle to do. Also,
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dat += "<A href='?src=\ref[src];menu=3.1'>Protolathe Menu</A><HR>"
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dat += "Material Storage<BR><HR>"
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dat += "<UL>"
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for(var/M in list("metal", "glass", "gold", "silver", "phoron", "uranium", "diamond"))
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for(var/M in list("steel", "glass", "gold", "silver", "phoron", "uranium", "diamond"))
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var/amount
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var/sheetsize = 2000
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switch(M)
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if("metal")
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if("steel")
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amount = linked_lathe.m_amount
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sheetsize = 3750
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if("glass")
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@@ -269,7 +269,7 @@ datum/tech/robotics
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icon_state = "datadisk2"
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item_state = "card-id"
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w_class = 2.0
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matter = list("metal" = 30, "glass" = 10)
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matter = list("steel" = 30, "glass" = 10)
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var/datum/tech/stored
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/obj/item/weapon/disk/tech_disk/New()
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@@ -283,7 +283,7 @@ datum/tech/robotics
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icon_state = "datadisk2"
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item_state = "card-id"
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w_class = 2.0
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matter = list("metal" = 30,"glass" = 10)
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matter = list("steel" = 30,"glass" = 10)
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var/datum/design/blueprint
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/obj/item/weapon/disk/design_disk/New()
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@@ -61,44 +61,19 @@
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age = rand(1,999)
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if(container.mineral)
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switch(container.mineral.name)
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if("Uranium")
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age_million = rand(1, 704)
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age_thousand = rand(1,999)
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find_presence["potassium"] = rand(1,1000) / 100
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source_mineral = "potassium"
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if("Iron")
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age_thousand = rand(1, 999)
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age_million = rand(1, 999)
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find_presence["iron"] = rand(1,1000) / 100
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source_mineral = "iron"
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if("Diamond")
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age_thousand = rand(1,999)
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age_million = rand(1,999)
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find_presence["nitrogen"] = rand(1,1000) / 100
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source_mineral = "nitrogen"
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if("Gold")
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age_thousand = rand(1,999)
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age_million = rand(1,999)
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age_billion = rand(3,4)
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find_presence["iron"] = rand(1,1000) / 100
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source_mineral = "iron"
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if("Silver")
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age_thousand = rand(1,999)
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age_million = rand(1,999)
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find_presence["iron"] = rand(1,1000) / 100
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source_mineral = "iron"
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if("Phoron")
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age_thousand = rand(1,999)
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age_million = rand(1,999)
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age_billion = rand(10, 13)
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find_presence["phoron"] = rand(1,1000) / 100
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source_mineral = "phoron"
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if("Clown")
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age = rand(-1,-999) //thats the joke
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age_thousand = rand(-1,-999)
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find_presence["phoron"] = rand(1,1000) / 100
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source_mineral = "phoron"
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if(islist(container.mineral.xarch_ages))
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var/list/ages = container.mineral.xarch_ages
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if(ages["thousand"])
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age_thousand = rand(1,ages["thousand"])
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if(ages["million"])
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age_million = rand(1,ages["million"])
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if(ages["billion"])
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if(ages["billion_lower"])
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age_billion = rand(ages["billion_lower"],ages["billion"])
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else
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age_billion = rand(1,ages["billion"])
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if(container.mineral.xarch_source_mineral)
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source_mineral = container.mineral.xarch_source_mineral
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if(prob(75))
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find_presence["phosphorus"] = rand(1,500) / 100
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