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Make FBPs Constructable
Print 'em out, slap an MMI or Posibrain in. They come from a new machine, the Prosthetics Fabricator. You can order license discs from cargo to print the proprietary limbs. Making FBPs requires a bit of research as well, otherwise you only get arms/legs. Also requires a bit of plasteel to make the critical parts. Mostly just need every limb, plus eyes. Torso comes with the snowflakey FBP battery. Also adds an FBP 'self-diagnostics' verb. More vague than an analyzer. **This adds a machine that needs to be placed on the map. "/obj/machinery/pros_fabricator"** Personally, I would replace the right-side exosuit fab with it. I can add this to my PR but I'm unsure how you guys feel about non-devs submitting map changes.
This commit is contained in:
@@ -206,60 +206,6 @@ other types of metals and chemistry for reagents).
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build_path = /obj/item/weapon/storage/part_replacer
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sort_string = "CBAAA"
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/datum/design/item/powercell
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build_type = PROTOLATHE | MECHFAB
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/datum/design/item/powercell/AssembleDesignName()
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name = "Power cell model ([item_name])"
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/datum/design/item/powercell/AssembleDesignDesc()
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if(build_path)
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var/obj/item/weapon/cell/C = build_path
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desc = "Allows the construction of power cells that can hold [initial(C.maxcharge)] units of energy."
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/datum/design/item/powercell/Fabricate()
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var/obj/item/weapon/cell/C = ..()
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C.charge = 0 //shouldn't produce power out of thin air.
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return C
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/datum/design/item/powercell/basic
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name = "basic"
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build_type = PROTOLATHE | MECHFAB
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id = "basic_cell"
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req_tech = list(TECH_POWER = 1)
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materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
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build_path = /obj/item/weapon/cell
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category = "Misc"
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sort_string = "DAAAA"
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/datum/design/item/powercell/high
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name = "high-capacity"
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build_type = PROTOLATHE | MECHFAB
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id = "high_cell"
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req_tech = list(TECH_POWER = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60)
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build_path = /obj/item/weapon/cell/high
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category = "Misc"
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sort_string = "DAAAB"
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/datum/design/item/powercell/super
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name = "super-capacity"
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id = "super_cell"
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req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
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build_path = /obj/item/weapon/cell/super
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category = "Misc"
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sort_string = "DAAAC"
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/datum/design/item/powercell/hyper
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name = "hyper-capacity"
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id = "hyper_cell"
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req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4)
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materials = list(DEFAULT_WALL_MATERIAL = 400, "gold" = 150, "silver" = 150, "glass" = 70)
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build_path = /obj/item/weapon/cell/hyper
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category = "Misc"
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sort_string = "DAAAD"
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/datum/design/item/hud
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materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
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@@ -651,7 +597,7 @@ other types of metals and chemistry for reagents).
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name = "Positronic brain"
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id = "posibrain"
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req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 6, TECH_BLUESPACE = 2, TECH_DATA = 4)
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build_type = PROTOLATHE | MECHFAB
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build_type = PROTOLATHE | PROSFAB
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materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 500, "phoron" = 500, "diamond" = 100)
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build_path = /obj/item/device/mmi/digital/posibrain
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category = "Misc"
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@@ -661,7 +607,7 @@ other types of metals and chemistry for reagents).
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name = "Man-machine interface"
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id = "mmi"
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req_tech = list(TECH_DATA = 2, TECH_BIO = 3)
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build_type = PROTOLATHE | MECHFAB
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build_type = PROTOLATHE | PROSFAB
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materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500)
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build_path = /obj/item/device/mmi
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category = "Misc"
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@@ -671,7 +617,7 @@ other types of metals and chemistry for reagents).
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name = "Radio-enabled man-machine interface"
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id = "mmi_radio"
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req_tech = list(TECH_DATA = 2, TECH_BIO = 4)
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build_type = PROTOLATHE | MECHFAB
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build_type = PROTOLATHE | PROSFAB
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materials = list(DEFAULT_WALL_MATERIAL = 1200, "glass" = 500)
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build_path = /obj/item/device/mmi/radio_enabled
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category = "Misc"
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@@ -946,6 +892,13 @@ CIRCUITS BELOW
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build_path = /obj/item/weapon/circuitboard/mechfab
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sort_string = "HABAE"
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/datum/design/circuit/prosfab
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name = "prosthetics fabricator"
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id = "prosfab"
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req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3)
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build_path = /obj/item/weapon/circuitboard/prosthetics
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sort_string = "HABAF"
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/datum/design/circuit/mech_recharger
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name = "mech recharger"
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id = "mech_recharger"
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@@ -1,101 +1,8 @@
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/datum/design/item/mechfab
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build_type = MECHFAB
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category = "Misc"
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category = "Other"
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req_tech = list(TECH_MATERIAL = 1)
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/datum/design/item/mechfab/robot
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category = "Robot"
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//if the fabricator is a mech fab pass the manufacturer info over to the robot part constructor
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/datum/design/item/mechfab/robot/Fabricate(var/newloc, var/fabricator)
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if(istype(fabricator, /obj/machinery/mecha_part_fabricator))
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var/obj/machinery/mecha_part_fabricator/mechfab = fabricator
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return new build_path(newloc, mechfab.manufacturer)
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return ..()
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/datum/design/item/mechfab/robot/exoskeleton
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name = "Robot exoskeleton"
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id = "robot_exoskeleton"
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build_path = /obj/item/robot_parts/robot_suit
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time = 50
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materials = list(DEFAULT_WALL_MATERIAL = 50000)
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/datum/design/item/mechfab/robot/torso
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name = "Robot torso"
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id = "robot_torso"
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build_path = /obj/item/robot_parts/chest
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time = 35
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materials = list(DEFAULT_WALL_MATERIAL = 40000)
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/datum/design/item/mechfab/robot/head
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name = "Robot head"
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id = "robot_head"
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build_path = /obj/item/robot_parts/head
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time = 35
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materials = list(DEFAULT_WALL_MATERIAL = 25000)
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/datum/design/item/mechfab/robot/l_arm
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name = "Robot left arm"
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id = "robot_l_arm"
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build_path = /obj/item/robot_parts/l_arm
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time = 20
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materials = list(DEFAULT_WALL_MATERIAL = 18000)
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/datum/design/item/mechfab/robot/r_arm
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name = "Robot right arm"
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id = "robot_r_arm"
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build_path = /obj/item/robot_parts/r_arm
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time = 20
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materials = list(DEFAULT_WALL_MATERIAL = 18000)
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/datum/design/item/mechfab/robot/l_leg
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name = "Robot left leg"
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id = "robot_l_leg"
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build_path = /obj/item/robot_parts/l_leg
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time = 20
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materials = list(DEFAULT_WALL_MATERIAL = 15000)
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/datum/design/item/mechfab/robot/r_leg
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name = "Robot right leg"
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id = "robot_r_leg"
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build_path = /obj/item/robot_parts/r_leg
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time = 20
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materials = list(DEFAULT_WALL_MATERIAL = 15000)
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/datum/design/item/mechfab/robot/component
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time = 20
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materials = list(DEFAULT_WALL_MATERIAL = 5000)
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/datum/design/item/mechfab/robot/component/binary_communication_device
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name = "Binary communication device"
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id = "binary_communication_device"
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build_path = /obj/item/robot_parts/robot_component/binary_communication_device
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/datum/design/item/mechfab/robot/component/radio
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name = "Radio"
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id = "radio"
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build_path = /obj/item/robot_parts/robot_component/radio
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/datum/design/item/mechfab/robot/component/actuator
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name = "Actuator"
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id = "actuator"
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build_path = /obj/item/robot_parts/robot_component/actuator
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/datum/design/item/mechfab/robot/component/diagnosis_unit
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name = "Diagnosis unit"
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id = "diagnosis_unit"
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build_path = /obj/item/robot_parts/robot_component/diagnosis_unit
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/datum/design/item/mechfab/robot/component/camera
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name = "Camera"
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id = "camera"
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build_path = /obj/item/robot_parts/robot_component/camera
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/datum/design/item/mechfab/robot/component/armour
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name = "Armour plating"
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id = "armour"
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build_path = /obj/item/robot_parts/robot_component/armour
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/datum/design/item/mechfab/ripley
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category = "Ripley"
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@@ -316,60 +223,6 @@
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time = 60
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materials = list(DEFAULT_WALL_MATERIAL = 50000, "uranium" = 10000)
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/datum/design/item/robot_upgrade
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build_type = MECHFAB
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time = 12
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materials = list(DEFAULT_WALL_MATERIAL = 10000)
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category = "Cyborg Upgrade Modules"
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/datum/design/item/robot_upgrade/rename
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name = "Rename module"
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desc = "Used to rename a cyborg."
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id = "borg_rename_module"
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build_path = /obj/item/borg/upgrade/rename
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/datum/design/item/robot_upgrade/reset
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name = "Reset module"
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desc = "Used to reset a cyborg's module. Destroys any other upgrades applied to the robot."
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id = "borg_reset_module"
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build_path = /obj/item/borg/upgrade/reset
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/datum/design/item/robot_upgrade/restart
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name = "Emergency restart module"
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desc = "Used to force a restart of a disabled-but-repaired robot, bringing it back online."
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id = "borg_restart_module"
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materials = list(DEFAULT_WALL_MATERIAL = 60000, "glass" = 5000)
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build_path = /obj/item/borg/upgrade/restart
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/datum/design/item/robot_upgrade/vtec
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name = "VTEC module"
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desc = "Used to kick in a robot's VTEC systems, increasing their speed."
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id = "borg_vtec_module"
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materials = list(DEFAULT_WALL_MATERIAL = 80000, "glass" = 6000, "gold" = 5000)
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build_path = /obj/item/borg/upgrade/vtec
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/datum/design/item/robot_upgrade/tasercooler
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name = "Rapid taser cooling module"
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desc = "Used to cool a mounted taser, increasing the potential current in it and thus its recharge rate."
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id = "borg_taser_module"
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materials = list(DEFAULT_WALL_MATERIAL = 80000, "glass" = 6000, "gold" = 2000, "diamond" = 500)
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build_path = /obj/item/borg/upgrade/tasercooler
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/datum/design/item/robot_upgrade/jetpack
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name = "Jetpack module"
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desc = "A carbon dioxide jetpack suitable for low-gravity mining operations."
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id = "borg_jetpack_module"
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materials = list(DEFAULT_WALL_MATERIAL = 10000, "phoron" = 15000, "uranium" = 20000)
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build_path = /obj/item/borg/upgrade/jetpack
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/datum/design/item/robot_upgrade/syndicate
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name = "Illegal upgrade"
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desc = "Allows for the construction of lethal upgrades for cyborgs."
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id = "borg_syndicate_module"
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req_tech = list(TECH_COMBAT = 4, TECH_ILLEGAL = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 15000, "diamond" = 10000)
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build_path = /obj/item/borg/upgrade/syndicate
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/datum/design/item/mecha_tracking
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name = "Exosuit tracking beacon"
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build_type = MECHFAB
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@@ -407,7 +260,7 @@
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name = "Cable layer"
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id = "mech_cable_layer"
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build_path = /obj/item/mecha_parts/mecha_equipment/tool/cable_layer
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/datum/design/item/mecha/flaregun
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name = "Flare launcher"
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id = "mecha_flare_gun"
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@@ -0,0 +1,294 @@
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/datum/design/item/prosfab
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build_type = PROSFAB
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category = "Misc"
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req_tech = list(TECH_MATERIAL = 1)
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/datum/design/item/prosfab/pros
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category = "Prosthetics"
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// Make new external organs and make 'em robotish
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/datum/design/item/prosfab/pros/Fabricate(var/newloc, var/fabricator)
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if(istype(fabricator, /obj/machinery/pros_fabricator))
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var/obj/machinery/pros_fabricator/prosfab = fabricator
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var/obj/item/organ/O = new build_path(newloc)
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O.species = all_species["Human"]
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O.robotize(prosfab.manufacturer)
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O.dna = new/datum/dna() //Uuughhhh... why do I have to do this?
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O.dna.ResetUI()
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O.dna.ResetSE()
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spawn(10) //Limbs love to flop around. Who am I to deny them?
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O.dir = 2
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return O
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return ..()
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// Deep Magic for the torso since it needs to be a new mob
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/datum/design/item/prosfab/pros/torso/Fabricate(var/newloc, var/fabricator)
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if(istype(fabricator, /obj/machinery/pros_fabricator))
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var/obj/machinery/pros_fabricator/prosfab = fabricator
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var/mob/living/carbon/human/H = new(newloc,"Human")
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H.stat = DEAD
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H.gender = gender
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for(var/obj/item/organ/external/EO in H.organs)
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if(EO.organ_tag == BP_TORSO || EO.organ_tag == BP_GROIN)
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continue //Roboticizing a torso does all the children and wastes time, do it later
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else
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EO.remove_rejuv()
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for(var/obj/item/organ/external/O in H.organs)
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O.species = all_species["Human"]
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O.robotize(prosfab.manufacturer)
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O.dna = new/datum/dna()
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O.dna.ResetUI()
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O.dna.ResetSE()
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H.real_name = "Synthmorph #[rand(100,999)]"
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H.name = H.real_name
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H.dir = 2
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return H
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//////////////////// Prosthetics ////////////////////
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/datum/design/item/prosfab/pros/torso
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build_path = /obj/item/organ/external/chest
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time = 35
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materials = list(DEFAULT_WALL_MATERIAL = 60000, "glass" = 10000, "plasteel" = 2000)
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req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 3, TECH_DATA = 3)
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var/gender = MALE
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/datum/design/item/prosfab/pros/torso/male
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name = "FBP torso (M)"
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id = "pros_torso_m"
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gender = MALE
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/datum/design/item/prosfab/pros/torso/female
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name = "FBP torso (F)"
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id = "pros_torso_f"
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gender = FEMALE
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/datum/design/item/prosfab/pros/head
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name = "Prosthetic head"
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id = "pros_head"
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build_path = /obj/item/organ/external/head
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time = 30
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materials = list(DEFAULT_WALL_MATERIAL = 25000, "glass" = 5000, "plasteel" = 1000)
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req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 3, TECH_DATA = 3)
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/datum/design/item/prosfab/pros/l_arm
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name = "Prosthetic left arm"
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id = "pros_l_arm"
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build_path = /obj/item/organ/external/arm
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time = 20
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materials = list(DEFAULT_WALL_MATERIAL = 18000)
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/datum/design/item/prosfab/pros/l_hand
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name = "Prosthetic left hand"
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id = "pros_l_hand"
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build_path = /obj/item/organ/external/hand
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time = 15
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materials = list(DEFAULT_WALL_MATERIAL = 10000)
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/datum/design/item/prosfab/pros/l_leg
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name = "Prosthetic left leg"
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id = "pros_l_leg"
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build_path = /obj/item/organ/external/leg
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time = 20
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materials = list(DEFAULT_WALL_MATERIAL = 15000)
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/datum/design/item/prosfab/pros/l_foot
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name = "Prosthetic left foot"
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id = "pros_l_foot"
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build_path = /obj/item/organ/external/foot
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time = 15
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materials = list(DEFAULT_WALL_MATERIAL = 10000)
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/datum/design/item/prosfab/pros/r_arm
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name = "Prosthetic right arm"
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id = "pros_r_arm"
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build_path = /obj/item/organ/external/arm/right
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time = 20
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materials = list(DEFAULT_WALL_MATERIAL = 18000)
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/datum/design/item/prosfab/pros/r_hand
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name = "Prosthetic right hand"
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id = "pros_r_hand"
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build_path = /obj/item/organ/external/hand/right
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time = 15
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materials = list(DEFAULT_WALL_MATERIAL = 10000)
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/datum/design/item/prosfab/pros/r_leg
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name = "Prosthetic right leg"
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id = "pros_r_leg"
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build_path = /obj/item/organ/external/leg/right
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||||
time = 20
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||||
materials = list(DEFAULT_WALL_MATERIAL = 15000)
|
||||
|
||||
/datum/design/item/prosfab/pros/r_foot
|
||||
name = "Prosthetic right foot"
|
||||
id = "pros_r_foot"
|
||||
build_path = /obj/item/organ/external/foot/right
|
||||
time = 15
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 10000)
|
||||
|
||||
/datum/design/item/prosfab/pros/cell
|
||||
name = "Prosthetic powercell"
|
||||
id = "pros_cell"
|
||||
build_path = /obj/item/organ/internal/cell
|
||||
time = 15
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 4000, "plasteel" = 2000)
|
||||
req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2)
|
||||
|
||||
/datum/design/item/prosfab/pros/eyes
|
||||
name = "Prosthetic eyes"
|
||||
id = "pros_eyes"
|
||||
build_path = /obj/item/organ/internal/eyes/robot
|
||||
time = 15
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 7500, "glass" = 7500)
|
||||
req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2)
|
||||
|
||||
//////////////////// Cyborg Parts ////////////////////
|
||||
/datum/design/item/prosfab/cyborg
|
||||
category = "Cyborg Parts"
|
||||
time = 20
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000)
|
||||
|
||||
/datum/design/item/prosfab/cyborg/exoskeleton
|
||||
name = "Robot exoskeleton"
|
||||
id = "robot_exoskeleton"
|
||||
build_path = /obj/item/robot_parts/robot_suit
|
||||
time = 50
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 50000)
|
||||
|
||||
/datum/design/item/prosfab/cyborg/torso
|
||||
name = "Robot torso"
|
||||
id = "robot_torso"
|
||||
build_path = /obj/item/robot_parts/chest
|
||||
time = 35
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 40000)
|
||||
|
||||
/datum/design/item/prosfab/cyborg/head
|
||||
name = "Robot head"
|
||||
id = "robot_head"
|
||||
build_path = /obj/item/robot_parts/head
|
||||
time = 35
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 25000)
|
||||
|
||||
/datum/design/item/prosfab/cyborg/l_arm
|
||||
name = "Robot left arm"
|
||||
id = "robot_l_arm"
|
||||
build_path = /obj/item/robot_parts/l_arm
|
||||
time = 20
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 18000)
|
||||
|
||||
/datum/design/item/prosfab/cyborg/r_arm
|
||||
name = "Robot right arm"
|
||||
id = "robot_r_arm"
|
||||
build_path = /obj/item/robot_parts/r_arm
|
||||
time = 20
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 18000)
|
||||
|
||||
/datum/design/item/prosfab/cyborg/l_leg
|
||||
name = "Robot left leg"
|
||||
id = "robot_l_leg"
|
||||
build_path = /obj/item/robot_parts/l_leg
|
||||
time = 20
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 15000)
|
||||
|
||||
/datum/design/item/prosfab/cyborg/r_leg
|
||||
name = "Robot right leg"
|
||||
id = "robot_r_leg"
|
||||
build_path = /obj/item/robot_parts/r_leg
|
||||
time = 20
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 15000)
|
||||
|
||||
|
||||
//////////////////// Cyborg Internals ////////////////////
|
||||
/datum/design/item/prosfab/cyborg/component
|
||||
category = "Cyborg Internals"
|
||||
build_type = PROSFAB
|
||||
time = 12
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 10000)
|
||||
|
||||
/datum/design/item/prosfab/cyborg/component/binary_communication_device
|
||||
name = "Binary communication device"
|
||||
id = "binary_communication_device"
|
||||
build_path = /obj/item/robot_parts/robot_component/binary_communication_device
|
||||
|
||||
/datum/design/item/prosfab/cyborg/component/radio
|
||||
name = "Radio"
|
||||
id = "radio"
|
||||
build_path = /obj/item/robot_parts/robot_component/radio
|
||||
|
||||
/datum/design/item/prosfab/cyborg/component/actuator
|
||||
name = "Actuator"
|
||||
id = "actuator"
|
||||
build_path = /obj/item/robot_parts/robot_component/actuator
|
||||
|
||||
/datum/design/item/prosfab/cyborg/component/diagnosis_unit
|
||||
name = "Diagnosis unit"
|
||||
id = "diagnosis_unit"
|
||||
build_path = /obj/item/robot_parts/robot_component/diagnosis_unit
|
||||
|
||||
/datum/design/item/prosfab/cyborg/component/camera
|
||||
name = "Camera"
|
||||
id = "camera"
|
||||
build_path = /obj/item/robot_parts/robot_component/camera
|
||||
|
||||
/datum/design/item/prosfab/cyborg/component/armour
|
||||
name = "Armour plating"
|
||||
id = "armour"
|
||||
build_path = /obj/item/robot_parts/robot_component/armour
|
||||
|
||||
|
||||
//////////////////// Cyborg Modules ////////////////////
|
||||
/datum/design/item/prosfab/robot_upgrade
|
||||
category = "Cyborg Modules"
|
||||
build_type = PROSFAB
|
||||
time = 12
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 10000)
|
||||
|
||||
/datum/design/item/prosfab/robot_upgrade/rename
|
||||
name = "Rename module"
|
||||
desc = "Used to rename a cyborg."
|
||||
id = "borg_rename_module"
|
||||
build_path = /obj/item/borg/upgrade/rename
|
||||
|
||||
/datum/design/item/prosfab/robot_upgrade/reset
|
||||
name = "Reset module"
|
||||
desc = "Used to reset a cyborg's module. Destroys any other upgrades applied to the robot."
|
||||
id = "borg_reset_module"
|
||||
build_path = /obj/item/borg/upgrade/reset
|
||||
|
||||
/datum/design/item/prosfab/robot_upgrade/restart
|
||||
name = "Emergency restart module"
|
||||
desc = "Used to force a restart of a disabled-but-repaired robot, bringing it back online."
|
||||
id = "borg_restart_module"
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 60000, "glass" = 5000)
|
||||
build_path = /obj/item/borg/upgrade/restart
|
||||
|
||||
/datum/design/item/prosfab/robot_upgrade/vtec
|
||||
name = "VTEC module"
|
||||
desc = "Used to kick in a robot's VTEC systems, increasing their speed."
|
||||
id = "borg_vtec_module"
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 80000, "glass" = 6000, "gold" = 5000)
|
||||
build_path = /obj/item/borg/upgrade/vtec
|
||||
|
||||
/datum/design/item/prosfab/robot_upgrade/tasercooler
|
||||
name = "Rapid taser cooling module"
|
||||
desc = "Used to cool a mounted taser, increasing the potential current in it and thus its recharge rate."
|
||||
id = "borg_taser_module"
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 80000, "glass" = 6000, "gold" = 2000, "diamond" = 500)
|
||||
build_path = /obj/item/borg/upgrade/tasercooler
|
||||
|
||||
/datum/design/item/prosfab/robot_upgrade/jetpack
|
||||
name = "Jetpack module"
|
||||
desc = "A carbon dioxide jetpack suitable for low-gravity mining operations."
|
||||
id = "borg_jetpack_module"
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 10000, "phoron" = 15000, "uranium" = 20000)
|
||||
build_path = /obj/item/borg/upgrade/jetpack
|
||||
|
||||
/datum/design/item/prosfab/robot_upgrade/syndicate
|
||||
name = "Illegal upgrade"
|
||||
desc = "Allows for the construction of lethal upgrades for cyborgs."
|
||||
id = "borg_syndicate_module"
|
||||
req_tech = list(TECH_COMBAT = 4, TECH_ILLEGAL = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 15000, "diamond" = 10000)
|
||||
build_path = /obj/item/borg/upgrade/syndicate
|
||||
Reference in New Issue
Block a user