mirror of
https://github.com/VOREStation/VOREStation.git
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Merge branch 'master' of https://github.com/PolarisSS13/Polaris into polaris-sync-2018-02-16
# Conflicts: # code/_onclick/hud/screen_objects.dm # code/game/objects/items/weapons/storage/storage.dm # code/game/objects/structures/crates_lockers/closets/secure/medical.dm # code/modules/admin/admin_verbs.dm # code/modules/clothing/clothing.dm # code/modules/clothing/gloves/color.dm # code/modules/lore_codex/codex.dm # code/modules/mob/living/simple_animal/aliens/alien.dm # code/modules/mob/living/simple_animal/animals/cat.dm # code/modules/mob/living/simple_animal/animals/goose.dm # code/modules/mob/living/simple_animal/simple_animal.dm # code/modules/mob/mob_defines.dm # code/modules/projectiles/projectile/special.dm # html/changelogs/.all_changelog.yml # maps/southern_cross/southern_cross-1.dmm # maps/southern_cross/southern_cross-7.dmm # vorestation.dme
This commit is contained in:
@@ -167,4 +167,19 @@
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/material/snow/generate_recipes()
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recipes = list()
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recipes += new/datum/stack_recipe("snowball", /obj/item/weapon/material/snow/snowball, 1, time = 10)
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recipes += new/datum/stack_recipe("snowball", /obj/item/weapon/material/snow/snowball, 1, time = 10)
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recipes += new/datum/stack_recipe("snow brick", /obj/item/stack/material/snowbrick, 2, time = 10)
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recipes += new/datum/stack_recipe("snowman", /obj/structure/snowman, 2, time = 15)
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recipes += new/datum/stack_recipe("snow robot", /obj/structure/snowman/borg, 2, time = 10)
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recipes += new/datum/stack_recipe("snow spider", /obj/structure/snowman/spider, 3, time = 20)
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/material/snowbrick/generate_recipes()
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recipes = list()
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recipes += new/datum/stack_recipe("[display_name] door", /obj/structure/simple_door, 10, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
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recipes += new/datum/stack_recipe("[display_name] barricade", /obj/structure/barricade, 5, time = 50, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
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recipes += new/datum/stack_recipe("[display_name] stool", /obj/item/weapon/stool, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
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recipes += new/datum/stack_recipe("[display_name] chair", /obj/structure/bed/chair, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
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recipes += new/datum/stack_recipe("[display_name] bed", /obj/structure/bed, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
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recipes += new/datum/stack_recipe("[display_name] double bed", /obj/structure/bed/double, 4, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
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recipes += new/datum/stack_recipe("[display_name] wall girders", /obj/structure/girder, 2, time = 50, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
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recipes += new/datum/stack_recipe("[display_name] ashtray", /obj/item/weapon/material/ashtray, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
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@@ -269,10 +269,16 @@
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/obj/item/stack/material/snow
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name = "snow"
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desc = "The temptation to build a snowfort rises."
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desc = "The temptation to build a snowman rises."
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icon_state = "sheet-snow"
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default_type = "snow"
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/obj/item/stack/material/snowbrick
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name = "snow brick"
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desc = "For all of your igloo building needs."
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icon_state = "sheet-snowbrick"
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default_type = "packed snow"
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/obj/item/stack/material/leather
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name = "leather"
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desc = "The by-product of mob grinding."
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@@ -99,7 +99,7 @@ var/list/name_to_material
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var/conductivity = null // How conductive the material is. Iron acts as the baseline, at 10.
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var/list/composite_material // If set, object matter var will be a list containing these values.
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var/luminescence
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var/radiation_resistance = 20 // Radiation resistance, used in calculating how much radiation a material absorbs. Equivlent to weight, but does not affect weaponry.
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var/radiation_resistance = 0 // Radiation resistance, which is added on top of a material's weight for blocking radiation. Needed to make lead special without superrobust weapons.
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// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
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var/created_window
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@@ -237,7 +237,6 @@ var/list/name_to_material
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weight = 22
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stack_origin_tech = list(TECH_MATERIAL = 5)
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door_icon_base = "stone"
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radiation_resistance = 80 //dense, so it's okay-ish as rad shielding.
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/material/diamond
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name = "diamond"
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@@ -263,7 +262,6 @@ var/list/name_to_material
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stack_origin_tech = list(TECH_MATERIAL = 4)
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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radiation_resistance = 120 //gold is dense.
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/material/gold/bronze //placeholder for ashtrays
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name = "bronze"
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@@ -279,7 +277,7 @@ var/list/name_to_material
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stack_origin_tech = list(TECH_MATERIAL = 3)
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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radiation_resistance = 22
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//R-UST port
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/material/supermatter
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name = "supermatter"
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@@ -340,7 +338,6 @@ var/list/name_to_material
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door_icon_base = "stone"
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sheet_singular_name = "brick"
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sheet_plural_name = "bricks"
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radiation_resistance = 22
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/material/stone/marble
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name = "marble"
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@@ -349,7 +346,7 @@ var/list/name_to_material
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hardness = 100
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integrity = 201 //hack to stop kitchen benches being flippable, todo: refactor into weight system
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stack_type = /obj/item/stack/material/marble
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radiation_resistance = 26
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/material/steel
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name = DEFAULT_WALL_MATERIAL
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@@ -396,7 +393,7 @@ var/list/name_to_material
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conductivity = 13 // For the purposes of balance.
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stack_origin_tech = list(TECH_MATERIAL = 2)
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composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
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radiation_resistance = 60 //Plasteel is presumably dense and is the dominant material used in the engine. Still not great.
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// Very rare alloy that is reflective, should be used sparingly.
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/material/durasteel
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@@ -414,7 +411,6 @@ var/list/name_to_material
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reflectivity = 0.7 // Not a perfect mirror, but close.
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stack_origin_tech = list(TECH_MATERIAL = 8)
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composite_material = list("plasteel" = SHEET_MATERIAL_AMOUNT, "diamond" = SHEET_MATERIAL_AMOUNT) //shrug
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radiation_resistance = 120 //it reflects XRAY LASERS.
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/material/plasteel/titanium
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name = "titanium"
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@@ -443,7 +439,6 @@ var/list/name_to_material
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window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
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created_window = /obj/structure/window/basic
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rod_product = /obj/item/stack/material/glass/reinforced
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radiation_resistance = 15
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/material/glass/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
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@@ -535,7 +530,6 @@ var/list/name_to_material
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created_window = /obj/structure/window/reinforced
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wire_product = null
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rod_product = null
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radiation_resistance = 30
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/material/glass/phoron
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name = "borosilicate glass"
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@@ -563,7 +557,6 @@ var/list/name_to_material
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stack_origin_tech = list(TECH_MATERIAL = 2)
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composite_material = list() //todo
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rod_product = null
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radiation_resistance = 30
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/material/plastic
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name = "plastic"
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@@ -578,7 +571,6 @@ var/list/name_to_material
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conductivity = 2 // For the sake of material armor diversity, we're gonna pretend this plastic is a good insulator.
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melting_point = T0C+371 //assuming heat resistant plastic
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stack_origin_tech = list(TECH_MATERIAL = 3)
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radiation_resistance = 12
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/material/plastic/holographic
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name = "holoplastic"
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@@ -629,7 +621,6 @@ var/list/name_to_material
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stack_origin_tech = list(TECH_MATERIAL = 2)
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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radiation_resistance = 27
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/material/iron
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name = "iron"
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@@ -639,17 +630,16 @@ var/list/name_to_material
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conductivity = 10
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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radiation_resistance = 22
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/material/lead
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name = "lead"
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stack_type = /obj/item/stack/material/lead
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icon_colour = "#273956"
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weight = 35
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weight = 23 // Lead is a bit more dense than silver IRL, and silver has 22 ingame.
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conductivity = 10
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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radiation_resistance = 350 //actual radiation shielding, yay...
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radiation_resistance = 25 // Lead is Special and so gets to block more radiation than it normally would with just weight, totalling in 48 protection.
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// Adminspawn only, do not let anyone get this.
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/material/alienalloy
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@@ -663,7 +653,6 @@ var/list/name_to_material
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hardness = 500
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weight = 500
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protectiveness = 80 // 80%
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radiation_resistance = 500
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// Likewise.
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/material/alienalloy/elevatorium
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@@ -721,7 +710,6 @@ var/list/name_to_material
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destruction_desc = "splinters"
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sheet_singular_name = "plank"
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sheet_plural_name = "planks"
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radiation_resistance = 18
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/material/wood/log
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name = MAT_LOG
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@@ -765,6 +753,7 @@ var/list/name_to_material
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door_icon_base = "wood"
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destruction_desc = "crumples"
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radiation_resistance = 1
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/material/snow
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name = MAT_SNOW
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stack_type = /obj/item/stack/material/snow
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@@ -782,6 +771,25 @@ var/list/name_to_material
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sheet_singular_name = "pile"
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sheet_plural_name = "pile" //Just a bigger pile
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radiation_resistance = 1
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/material/snowbrick //only slightly stronger than snow, used to make igloos mostly
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name = "packed snow"
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flags = MATERIAL_BRITTLE
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stack_type = /obj/item/stack/material/snowbrick
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icon_base = "stone"
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icon_reinf = "reinf_stone"
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icon_colour = "#D8FDFF"
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integrity = 50
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weight = 2
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hardness = 2
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protectiveness = 0 // 0%
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stack_origin_tech = list(TECH_MATERIAL = 1)
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melting_point = T0C+1
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destruction_desc = "crumbles"
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sheet_singular_name = "brick"
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sheet_plural_name = "bricks"
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radiation_resistance = 1
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/material/cloth //todo
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name = "cloth"
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stack_origin_tech = list(TECH_MATERIAL = 2)
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