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Adds a new type of beehives
Needs sprites, and removal of old beehives.
This commit is contained in:
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/obj/machinery/beehive
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name = "beehive"
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icon = 'icons/obj/beekeeping.dmi'
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icon_state = "beehive"
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density = 1
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anchored = 1
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var/closed = 0
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var/bee_count = 0 // Percentage
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var/smoked = 0
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var/honeycombs = 0
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var/frames = 0
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var/maxFrames = 5
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/obj/machinery/beehive/update_icon()
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overlays.Cut()
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icon_state = "beehive"
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if(honeycombs >= 1)
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overlays += "filled[round(honeycombs)]"
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if(frames)
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overlays += "empty[frames]"
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/obj/machinery/beehive/examine(var/mob/user)
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..()
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if(!closed)
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user << "The lid is open."
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/obj/machinery/beehive/attackby(var/obj/item/I, var/mob/user)
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if(istype(I, /obj/item/weapon/crowbar))
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closed = !closed
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user.visible_message("<span class='notice'>[user] [closed ? "closes" : "opens"] \the [src].</span>", "<span class='notice'>You [closed ? "close" : "open"] \the [src]")
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return
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else if(istype(I, /obj/item/weapon/wrench))
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anchored = !anchored
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user.visible_message("<span class='notice'>[user] [anchored ? "wrenches" : "unwrenches"] \the [src].</span>", "<span class='notice'>You [anchored ? "wrench" : "unwrench"] \the [src]")
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return
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else if(istype(I, /obj/item/bee_smoker))
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if(closed)
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user << "<span class='notice'>You need to open \the [src] with a crowbar before smoking the bees.</span>"
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return
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user.visible_message("<span class='notice'>[user] smokes the bees in \the [src].</span>", "<span class='notice'>You smoke the bees in \the [src].</span>")
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smoked = 30
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return
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else if(istype(I, /obj/item/honey_frame))
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if(closed)
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user << "<span class='notice'>You need to open \the [src] with a crowbar before inserting \the [I].</span>"
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return
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if(frames >= maxFrames)
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user << "<span class='notice'>There is no place for an another frame.</span>"
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return
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var/obj/item/honey_frame/H = I
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if(H.honey)
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user << "<span class='notice'>\The [I] is full with beeswax and honey, empty it in the extractor first.</span>"
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return
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++frames
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user.visible_message("<span class='notice'>[user] loads \the [I] into \the [src].</span>", "<span class='notice'>You load \the [I] into \the [src].</span>")
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update_icon()
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user.drop_from_inventory(I)
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qdel(I)
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return
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else if(istype(I, /obj/item/bee_pack))
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if(bee_count)
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user << "<span class='notice'>\The [src] already has bees inside.</span>"
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return
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if(closed)
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user << "<span class='notice'>You need to open \the [src] with a crowbar before putting the bees inside.</span>"
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return
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user.visible_message("<span class='notice'>[user] puts \the [I] into \the [src].</span>", "<span class='notice'>You put \the [I] into \the [src].</span>")
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bee_count = 20
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user.drop_from_inventory(I)
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qdel(I)
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return
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else if(istype(I, /obj/item/device/analyzer/plant_analyzer))
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user << "<span class='notice'>[src] scan result...</span>"
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user << "Beehive is [bee_count ? "[bee_count]% full" : "empty"]."
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user << "There are [frames ? frames : "no"] frames installed."
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return 1
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/obj/machinery/beehive/attack_hand(var/mob/user)
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if(!closed)
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if(honeycombs < 1)
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user << "<span class='notice'>There are no filled honeycombs.</span>"
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return
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if(!smoked && bee_count)
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user << "<span class='notice'>The bees won't let you take the honeycombs out like this, smoke them first.</span>"
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return
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user.visible_message("<span class='notice'>[user] starts taking the honeycombs out of \the [src].", "<span class='notice'>You start taking the honeycombs out of \the [src]...")
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while(honeycombs >= 1 && do_after(user, 30))
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new /obj/item/honey_frame/filled(loc)
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--honeycombs
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--frames
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update_icon()
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if(honeycombs < 1)
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user << "<span class='notice'>You take all filled honeycombs out.</span>"
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return
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/obj/machinery/beehive/process()
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if(closed && !smoked && bee_count)
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pollinate_flowers()
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update_icon()
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smoked = max(0, smoked - 1)
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if(!smoked && bee_count)
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bee_count = min(bee_count + 1, 100)
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/obj/machinery/beehive/proc/pollinate_flowers()
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var/coef = bee_count / 100
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for(var/obj/machinery/portable_atmospherics/hydroponics/H in view(7, src))
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if(H.seed && !H.dead)
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H.health += 0.05 * coef
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honeycombs = min(honeycombs + 0.01 * coef, frames)
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/obj/machinery/honey_extractor
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name = "honey extractor"
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desc = "A machine used to turn honeycombs on the frame into honey and wax."
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icon = 'icons/obj/virology.dmi'
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icon_state = "centrifuge"
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var/processing = 0
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var/honey = 0
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/obj/machinery/honey_extractor/attackby(var/obj/item/I, var/mob/user)
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if(processing)
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user << "<span class='notice'>\The [src] is currently spinning, wait until it's finished.</span>"
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return
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else if(istype(I, /obj/item/honey_frame))
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var/obj/item/honey_frame/H = I
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if(!H.honey)
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user << "<span class='notice'>\The [H] is empty, put it into a beehive.</span>"
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return
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user.visible_message("<span class='notice'>[user] loads \the [H] into \the [src] and turns it on.</span>", "<span class='notice'>You load \the [H] into \the [src] and turn it on.</span>")
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processing = H.honey
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icon_state = "centrifuge_moving"
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qdel(H)
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spawn(50)
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new /obj/item/honey_frame(loc)
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new /obj/item/stack/wax(loc)
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honey += processing
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processing = 0
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icon_state = "centrifuge"
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else if(istype(I, /obj/item/weapon/reagent_containers/glass))
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if(!honey)
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user << "<span class='notice'>There is no honey in \the [src].</span>"
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return
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var/obj/item/weapon/reagent_containers/glass/G = I
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var/transferred = min(G.reagents.maximum_volume - G.reagents.total_volume, honey)
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G.reagents.add_reagent("honey", transferred)
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honey -= transferred
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user.visible_message("<span class='notice'>[user] collects honey from \the [src] into \the [G].</span>", "<span class='notice'>You collect [transferred] units of honey from \the [src] into the [G].</span>")
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return 1
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/obj/item/bee_smoker
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name = "bee smoker"
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desc = "A device used to calm down bees before harvesting honey."
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icon = 'icons/obj/apiary_bees_etc.dmi'
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icon_state = "apiary"
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w_class = 2
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/obj/item/honey_frame
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name = "beehive frame"
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desc = "A frame for the beehive that the bees will fill with honeycombs."
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icon = 'icons/obj/apiary_bees_etc.dmi'
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icon_state = "apiary"
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w_class = 2
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var/honey = 0
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/obj/item/honey_frame/filled
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name = "filled beehive frame"
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desc = "A frame for the beehive that the bees have filled with honeycombs."
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honey = 20
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/obj/item/beehive_assembly
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name = "beehive assembly"
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desc = "Contains everything you need to build a beehive. Cannot be disassembled once deployed."
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icon = 'icons/obj/apiary_bees_etc.dmi'
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icon_state = "apiary"
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/obj/item/beehive_assembly/attack_self(var/mob/user)
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user.visible_message("<span class='notice'>[user] constructs a beehive.</span>", "<span class='notice'>You construct a beehive.</span>")
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new /obj/machinery/beehive(get_turf(user))
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user.drop_from_inventory(src)
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qdel(src)
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/obj/item/stack/wax
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name = "wax"
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desc = "Soft substance produced by bees. Used to make candles."
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icon_state = "sheet-metal"
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/obj/item/stack/wax/New()
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..()
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recipes = wax_recipes
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var/global/list/datum/stack_recipe/wax_recipes = list( \
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new/datum/stack_recipe("candle", /obj/item/weapon/flame/candle) \
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)
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/obj/item/bee_pack
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name = "bee pack"
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desc = "Contains a queen bee and some worker bees. Everything you'll need to start a hive!"
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icon = 'icons/obj/apiary_bees_etc.dmi'
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icon_state = "apiary"
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