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https://github.com/VOREStation/VOREStation.git
synced 2026-08-23 20:17:15 +01:00
Updates to properly DA materials
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@@ -3,42 +3,36 @@
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desc = "The by-product of human farming."
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singular_name = "human skin piece"
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icon_state = "sheet-hide"
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origin_tech = list()
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/obj/item/stack/material/animalhide/corgi
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name = "corgi hide"
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desc = "The by-product of corgi farming."
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singular_name = "corgi hide piece"
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icon_state = "sheet-corgi"
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origin_tech = list()
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/obj/item/stack/material/animalhide/cat
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name = "cat hide"
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desc = "The by-product of cat farming."
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singular_name = "cat hide piece"
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icon_state = "sheet-cat"
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origin_tech = list()
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/obj/item/stack/material/animalhide/monkey
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name = "monkey hide"
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desc = "The by-product of monkey farming."
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singular_name = "monkey hide piece"
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icon_state = "sheet-monkey"
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origin_tech = list()
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/obj/item/stack/material/animalhide/lizard
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name = "lizard skin"
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desc = "Sssssss..."
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singular_name = "lizard skin piece"
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icon_state = "sheet-lizard"
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origin_tech = list()
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/obj/item/stack/material/animalhide/xeno
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name = "alien hide"
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desc = "The skin of a terrible creature."
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singular_name = "alien hide piece"
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icon_state = "sheet-xeno"
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origin_tech = list()
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//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
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/obj/item/stack/material/xenochitin
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@@ -47,35 +41,30 @@
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singular_name = "alien hide piece"
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icon = 'icons/mob/alien.dmi'
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icon_state = "chitin"
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origin_tech = list()
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/obj/item/xenos_claw
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name = "alien claw"
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desc = "The claw of a terrible creature."
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icon = 'icons/mob/alien.dmi'
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icon_state = "claw"
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origin_tech = list()
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/obj/item/weed_extract
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name = "weed extract"
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desc = "A piece of slimy, purplish weed."
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icon = 'icons/mob/alien.dmi'
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icon_state = "weed_extract"
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origin_tech = list()
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/obj/item/stack/material/hairlesshide
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name = "hairless hide"
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desc = "This hide was stripped of it's hair, but still needs tanning."
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singular_name = "hairless hide piece"
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icon_state = "sheet-hairlesshide"
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origin_tech = list()
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/obj/item/stack/material/wetleather
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name = "wet leather"
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desc = "This leather has been cleaned but still needs to be dried."
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singular_name = "wet leather piece"
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icon_state = "sheet-wetleather"
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origin_tech = list()
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var/wetness = 30 //Reduced when exposed to high temperautres
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var/drying_threshold_temperature = 500 //Kelvin to start drying
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@@ -27,8 +27,8 @@
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desc = "A stack of sheets of [material.display_name]."
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recipes = material.get_recipes()
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stacktype = material.stack_type
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origin_tech = material.stack_origin_tech
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perunit = material.stack_per_sheet
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origin_tech = material.stack_origin_tech.Copy()
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perunit = SHEET_MATERIAL_AMOUNT
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if(apply_colour)
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color = material.icon_colour
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@@ -42,7 +42,7 @@
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for(var/material_string in material.composite_material)
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matter[material_string] = material.composite_material[material_string]
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else
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matter[material.name] = material.stack_per_sheet
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matter[material.name] = SHEET_MATERIAL_AMOUNT
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return 1
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obj/item/stack/material/iron
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@@ -58,12 +58,11 @@ var/list/name_to_material
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var/destruction_desc = "breaks apart" // Fancy string for barricades/tables/objects exploding.
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// Icons
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var/icon_colour // Colour applied to products of this material.
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var/icon_base = "metal" // Wall and table base icon tag. See header.
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var/door_icon_base = "metal" // Door base icon tag. See header.
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var/icon_reinf = "reinf_metal" // Overlay used
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var/stack_origin_tech = "materials=1" // Research level for stacks.
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var/stack_per_sheet = 2000 // perunit value for stacks.
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var/icon_colour // Colour applied to products of this material.
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var/icon_base = "metal" // Wall and table base icon tag. See header.
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var/door_icon_base = "metal" // Door base icon tag. See header.
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var/icon_reinf = "reinf_metal" // Overlay used
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var/list/stack_origin_tech = list(TECH_MATERIAL = 1) // Research level for stacks.
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// Attributes
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var/cut_delay = 0 // Delay in ticks when cutting through this wall.
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@@ -153,7 +152,7 @@ var/list/name_to_material
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icon_reinf = "reinf_stone"
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icon_colour = "#007A00"
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weight = 22
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stack_origin_tech = "materials=5"
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stack_origin_tech = list(TECH_MATERIAL = 5)
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door_icon_base = "stone"
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/material/diamond
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@@ -166,8 +165,7 @@ var/list/name_to_material
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shard_type = SHARD_SHARD
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tableslam_noise = 'sound/effects/Glasshit.ogg'
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hardness = 100
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stack_origin_tech = "materials=6"
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stack_per_sheet = 3750
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stack_origin_tech = list(TECH_MATERIAL = 6)
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/material/gold
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name = "gold"
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@@ -175,7 +173,7 @@ var/list/name_to_material
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icon_colour = "#EDD12F"
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weight = 24
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hardness = 40
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stack_origin_tech = "materials=4"
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stack_origin_tech = list(TECH_MATERIAL = 4)
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/material/silver
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name = "silver"
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@@ -183,8 +181,8 @@ var/list/name_to_material
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icon_colour = "#D1E6E3"
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weight = 22
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hardness = 50
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stack_origin_tech = "materials=3"
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stack_origin_tech = list(TECH_MATERIAL = 3)
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/material/phoron
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name = "phoron"
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stack_type = /obj/item/stack/material/phoron
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@@ -193,7 +191,7 @@ var/list/name_to_material
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icon_colour = "#FC2BC5"
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shard_type = SHARD_SHARD
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hardness = 30
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stack_origin_tech = "phorontech=2;materials=2"
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stack_origin_tech = list(TECH_MATERIAL = 2, TECH_PHORON = 2)
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door_icon_base = "stone"
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/material/stone
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@@ -238,7 +236,7 @@ var/list/name_to_material
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explosion_resistance = 25
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hardness = 80
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weight = 23
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stack_origin_tech = "materials=2"
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stack_origin_tech = list(TECH_MATERIAL = 2)
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composite_material = list() //todo
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/material/glass
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@@ -262,12 +260,12 @@ var/list/name_to_material
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ignition_point = 300
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integrity = 200 // idk why but phoron windows are strong, so.
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icon_colour = "#FC2BC5"
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stack_origin_tech = "materials=3;phorontech=2"
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stack_origin_tech = list(TECH_MATERIAL = 3, TECH_PHORON = 2)
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/material/glass/phoron/reinforced
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name = "reinforced phoron glass"
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stack_type = /obj/item/stack/material/glass/phoronrglass
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stack_origin_tech = "materials=4;phorontech=2"
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stack_origin_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 2)
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composite_material = list() //todo
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/material/glass/reinforced
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@@ -281,7 +279,7 @@ var/list/name_to_material
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tableslam_noise = 'sound/effects/Glasshit.ogg'
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hardness = 40
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weight = 30
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stack_origin_tech = "materials=2"
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stack_origin_tech = list(TECH_MATERIAL = 2)
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composite_material = list() //todo
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/material/plastic
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@@ -293,39 +291,38 @@ var/list/name_to_material
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icon_colour = "#CCCCCC"
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hardness = 10
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weight = 12
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stack_origin_tech = "materials=3"
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stack_origin_tech = list(TECH_MATERIAL = 3)
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/material/osmium
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name = "osmium"
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stack_type = /obj/item/stack/material/osmium
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icon_colour = "#9999FF"
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stack_origin_tech = "materials=5"
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stack_origin_tech = list(TECH_MATERIAL = 5)
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/material/tritium
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name = "tritium"
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stack_type = /obj/item/stack/material/tritium
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icon_colour = "#777777"
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stack_origin_tech = "materials=5"
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stack_origin_tech = list(TECH_MATERIAL = 5)
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/material/mhydrogen
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name = "mhydrogen"
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stack_type = /obj/item/stack/material/mhydrogen
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icon_colour = "#E6C5DE"
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stack_origin_tech = "materials=6;powerstorage=5;magnets=5"
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stack_origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 6, TECH_MAGNET = 5)
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/material/platinum
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name = "platinum"
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stack_type = /obj/item/stack/material/platinum
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icon_colour = "#9999FF"
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weight = 27
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stack_origin_tech = "materials=2"
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stack_origin_tech = list(TECH_MATERIAL = 2)
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/material/iron
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name = "iron"
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stack_type = /obj/item/stack/material/iron
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icon_colour = "#5C5454"
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weight = 22
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stack_per_sheet = 3750
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/material/wood
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name = "wood"
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@@ -338,7 +335,7 @@ var/list/name_to_material
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shard_can_repair = 0 // you can't weld splinters back into planks
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hardness = 15
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weight = 18
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stack_origin_tech = "materials=1;biotech=1"
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stack_origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
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dooropen_noise = 'sound/effects/doorcreaky.ogg'
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door_icon_base = "wood"
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destruction_desc = "splinters"
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@@ -358,13 +355,13 @@ var/list/name_to_material
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icon_colour = "#AAAAAA"
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hardness = 1
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weight = 1
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stack_origin_tech = "materials=1"
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stack_origin_tech = list(TECH_MATERIAL = 1)
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door_icon_base = "wood"
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destruction_desc = "crumples"
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/material/cloth //todo
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name = "cloth"
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stack_origin_tech = "materials=2"
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stack_origin_tech = list(TECH_MATERIAL = 2)
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door_icon_base = "wood"
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/material/cult
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@@ -403,7 +400,7 @@ var/list/name_to_material
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/material/leather //todo
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name = "leather"
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icon_colour = "#5C4831"
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stack_origin_tech = "materials=2"
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stack_origin_tech = list(TECH_MATERIAL = 2)
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/material/carpet
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name = "carpet"
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