Files
Polaris/code/modules/mining/ore.dm
Kelenius db30c15e4c Updates to science
Protolathe and CI build procs moved to them from RD console.
Protolathe and CI now have a build queue. Designs take varying time to
build.
P and CI material storage is now a list instead of a set of vars.
origin_tech is now a list.
All sheets now contain exactly 2000 units of matter.
In design datum, chemicals and materials are two separate lists.
Designs are now sorted. The method is kinda hacky but flexible. They
have a var, sort_string. Designs are sorted alphabetically using it.
Circuits how show whether they build a machine or a computer in CI menu.
Adds item construction, for now protolathe is used.
2015-04-04 13:38:03 +03:00

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/obj/item/weapon/ore
name = "rock"
icon = 'icons/obj/mining.dmi'
icon_state = "ore2"
w_class = 2
var/datum/geosample/geologic_data
var/oretag
/obj/item/weapon/ore/uranium
name = "pitchblende"
icon_state = "Uranium ore"
origin_tech = list(TECH_MATERIAL = 5)
oretag = "uranium"
/obj/item/weapon/ore/iron
name = "hematite"
icon_state = "Iron ore"
origin_tech = list(TECH_MATERIAL = 1)
oretag = "hematite"
/obj/item/weapon/ore/coal
name = "carbonaceous rock"
icon_state = "Coal ore"
origin_tech = list(TECH_MATERIAL = 1)
oretag = "coal"
/obj/item/weapon/ore/glass
name = "impure silicates"
icon_state = "Glass ore"
origin_tech = list(TECH_MATERIAL = 1)
oretag = "sand"
/obj/item/weapon/ore/phoron
name = "phoron crystals"
icon_state = "Phoron ore"
origin_tech = list(TECH_MATERIAL = 2)
oretag = "phoron"
/obj/item/weapon/ore/silver
name = "native silver ore"
icon_state = "Silver ore"
origin_tech = list(TECH_MATERIAL = 3)
oretag = "silver"
/obj/item/weapon/ore/gold
name = "native gold ore"
icon_state = "Gold ore"
origin_tech = list(TECH_MATERIAL = 4)
oretag = "gold"
/obj/item/weapon/ore/diamond
name = "diamonds"
icon_state = "Diamond ore"
origin_tech = list(TECH_MATERIAL = 6)
oretag = "diamond"
/obj/item/weapon/ore/osmium
name = "raw platinum"
icon_state = "Platinum ore"
oretag = "platinum"
/obj/item/weapon/ore/hydrogen
name = "raw hydrogen"
icon_state = "Phazon"
oretag = "hydrogen"
/obj/item/weapon/ore/slag
name = "Slag"
desc = "Completely useless"
icon_state = "slag"
oretag = "slag"
/obj/item/weapon/ore/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/device/core_sampler))
var/obj/item/device/core_sampler/C = W
C.sample_item(src, user)
else
return ..()