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https://github.com/VOREStation/VOREStation.git
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Polaris sync
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@@ -8,6 +8,17 @@
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var/product
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var/metaltag
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/datum/alloy/durasteel
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metaltag = "durasteel"
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requires = list(
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"diamond" = 1,
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"platinum" = 1,
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"carbon" = 2,
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"hematite" = 2
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)
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product_mod = 0.3
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product = /obj/item/stack/material/durasteel
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/datum/alloy/plasteel
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metaltag = "plasteel"
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requires = list(
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@@ -32,4 +43,4 @@
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"platinum" = 1,
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"sand" = 2
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)
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product = /obj/item/stack/material/glass/phoronglass
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product = /obj/item/stack/material/glass/phoronglass
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@@ -34,6 +34,19 @@ var/list/mining_overlay_cache = list()
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var/datum/artifact_find/artifact_find
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var/ignore_mapgen
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var/ore_types = list(
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"iron" = /obj/item/weapon/ore/iron,
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"uranium" = /obj/item/weapon/ore/uranium,
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"gold" = /obj/item/weapon/ore/gold,
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"silver" = /obj/item/weapon/ore/silver,
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"diamond" = /obj/item/weapon/ore/diamond,
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"phoron" = /obj/item/weapon/ore/phoron,
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"osmium" = /obj/item/weapon/ore/osmium,
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"hydrogen" = /obj/item/weapon/ore/hydrogen,
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"silicates" = /obj/item/weapon/ore/glass,
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"carbonaceous rock" = /obj/item/weapon/ore/coal
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)
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has_resources = 1
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/turf/simulated/mineral/ignore_mapgen
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@@ -154,6 +167,16 @@ var/list/mining_overlay_cache = list()
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mined_ore = 2 //some of the stuff gets blown up
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GetDrilled()
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if(severity <= 2) // Now to expose the ore lying under the sand.
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spawn(1) // Otherwise most of the ore is lost to the explosion, which makes this rather moot.
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var/losses = rand(0.5, 1) // Between 0% to 50% loss due to booms.
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for(var/ore in resources)
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var/amount_to_give = Ceiling(resources[ore] * losses) // Should result in at least one piece of ore.
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for(var/i=1, i <= amount_to_give, i++)
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var/oretype = ore_types[ore]
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new oretype(src)
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resources[ore] = 0
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/turf/simulated/mineral/bullet_act(var/obj/item/projectile/Proj)
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// Emitter blasts
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@@ -61,6 +61,7 @@ var/global/list/ore_data = list()
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name = "sand"
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display_name = "sand"
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smelts_to = "glass"
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alloy = 1
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compresses_to = "sandstone"
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/ore/phoron
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