Files
VOREStation/code/__defines/materials.dm
T
ShadowLarkens b60cd47309 Techwebs & Experi-Sci (#17987)
* Techwebs

* Add basic stock parts

* Techweb production machines

* Circuit Imprinter

* More work

* More designs

* More designs, nodes'

* More more

* Better sorting for designs

* Add the exosuit fab'

* More conversions

* More and more and more

* mechfab parts

* Modsuit Designs

* Pinnace baron

* Equipment

* more mechfab

* vehicles

* more mecha

* Micro mechs

* Update mechfab_designs.dm

* no time

* zero

* Update mechfab_designs.dm

* Prosthetics Fabricator and fixes

* Update maps to use new parts

* Whoops, fix a few maps

* Fix lint error

* Port scene tools

* Fireworks~~

* Don't label the sex toys as sex toys

* Fixup maps in TGM format

26517b7122: maps/virgo_minitest/virgo_minitest-1.dmm

Automatically commited by: tools\mapmerge2\fixup.py

* Significant portion of designs converted

* Fix paths

* Fix tgui lints

* Just a whole bunch of designs

* Almost doneeee

* ALL DESIGNS CONVERTED

* Merk all of the old stuff

* Fix a few errors

* Fix more errors

* MORE FIX

* Make server control work

* Undo changes to archive

* Fix a TODO

* Make disks work

* Start the long process of finishing the node tree

* One more oops

* All mechfab designs

* Add departmental protolathes

* Down to 200 designs unsorted

* FINISH TECHWEBS

* Fuck whoops

* Remove the debug verbs

* Little map tweaks

* Fix mousedrop

* More map fixes

* Upstream bug lmao

* guess CI hates this

* Fixup maps in TGM format

fe062e7bc4: maps/tether/tether-03-surface3.dmm

Automatically commited by: tools\mapmerge2\fixup.py

* I gotta stop committing this

* Change scree requested

* Make science able to print implants too

* Fix ghost spawns

* Move NSFW gun

* Merk partbundles, make janus module work

* Pretty animation when you complete the tree :)

* Don't display designs you can't print

* Move security protolathes to warden's office

* Make servers recover from power failure gracefully

* Make fabricators drop their mats on the ground when destroyed

* Ore Silo

* Make CI happy

* Fixup maps in TGM format

fe062e7bc4: maps/tether/tether-05-station1.dmm

Automatically commited by: tools\mapmerge2\fixup.py

* Fix MC crash

* Make experiscanner work for borgs

* I REALLY gotta stop committing this

* Make scientists and the RD spawn with an experiscanner

* Lock NIFs behind scanning mice

* Make Biome happy

* Allow scanning Cocoa and Kendrick in case they can't find mice

* Change from Kendrick to Ratthew, ;help maint, or Brick

* Change the name of the /rat/pet class so the experiscanner is more helpful

* Add departmental_flags to a bunch of things

* Remove a few things from security's techfab

* Add a second engineering lathe to atmos

* Fix runtime recycling rig modules, add name to cost sequence

* Add a discount experiment for scanning slime cores

* Change some fluff and shuffle chameleon clothes to bluespace yadayada

* Make closets alt click immune

* Do a bunch of sorting

* Silly

* Hopefully fix all infinite material bugs in techwebs

* bad merge

* quick ai fix

* fix some robot stuff

* axe downlaod fully

* list

* no ref

* easier readable

---------

Co-authored-by: C.L. <killer65311@gmail.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-07-26 06:30:08 +02:00

123 lines
4.0 KiB
Plaintext

#define MAT_IRON "iron"
#define MAT_MARBLE "marble"
#define MAT_STEEL "steel"
#define MAT_PLASTIC "plastic"
#define MAT_GLASS "glass"
#define MAT_RGLASS "rglass"
#define MAT_PGLASS "borosilicate glass"
#define MAT_RPGLASS "reinforced borosilicate glass"
#define MAT_SILVER "silver"
#define MAT_GOLD "gold"
#define MAT_URANIUM "uranium"
#define MAT_TITANIUM "titanium"
#define MAT_PHORON "phoron"
#define MAT_DIAMOND "diamond"
#define MAT_SNOW "snow"
#define MAT_SNOWBRICK "packed snow"
#define MAT_WOOD "wood"
#define MAT_LOG "log"
#define MAT_SIFWOOD "alien wood"
#define MAT_SIFLOG "alien log"
#define MAT_HARDWOOD "hardwood"
#define MAT_HARDLOG "hardwood log"
#define MAT_WOODEN_STICK "wooden stick"
#define MAT_STEELHULL "steel hull"
#define MAT_PLASTEEL "plasteel"
#define MAT_PLASTEELHULL "plasteel hull"
#define MAT_DURASTEEL "durasteel"
#define MAT_DURASTEELHULL "durasteel hull"
#define MAT_TITANIUMHULL "titanium hull"
#define MAT_VERDANTIUM "verdantium"
#define MAT_MORPHIUM "morphium"
#define MAT_MORPHIUMHULL "morphium hull"
#define MAT_VALHOLLIDE "valhollide"
#define MAT_LEAD "lead"
#define MAT_SUPERMATTER "supermatter"
#define MAT_METALHYDROGEN "mhydrogen"
#define MAT_OSMIUM "osmium"
#define MAT_GRAPHITE "graphite"
#define MAT_CHITIN "chitin"
#define MAT_ALIENCHITIN "alien chitin"
#define MAT_ALIENCLAW "alien claw"
#define MAT_FUR "fur"
#define MAT_COPPER "copper"
#define MAT_QUARTZ "quartz"
#define MAT_TIN "tin"
#define MAT_VOPAL "void opal"
#define MAT_ALUMINIUM "aluminium"
#define MAT_BRONZE "bronze"
#define MAT_PAINITE "painite"
#define MAT_SANDSTONE "sandstone"
#define MAT_FLINT "flint"
#define MAT_PLATINUM "platinum"
#define MAT_TRITIUM "tritium"
#define MAT_DEUTERIUM "deuterium"
#define MAT_CONCRETE "concrete"
#define MAT_PLASTEELREBAR "plasteel rebar"
#define MAT_GRASS "grass"
#define MAT_RESIN "resin"
#define MAT_CULT "cult"
#define MAT_CULT2 "cult2"
#define MAT_ALIENALLOY "alienalloy"
#define MAT_COMPOSITE "composite"
#define MAT_BIOMASS "biomass"
#define MAT_WEEDEXTRACT "weed extract"
#define MAT_CARDBOARD "cardboard"
#define MAT_COTTON "cotton"
#define MAT_GLAMOUR "stable glamour"
#define MAT_DARKGLASS "darkglass"
#define MAT_FLESH "flesh"
#define MAT_FANCYBLACK "fancyblack"
#define MAT_FOAM "foam"
#define MAT_FLOKIUM "flockium"
#define MAT_SMOLEBRICKS "smolebricks"
// cloth materials
#define MAT_WOOL "wool"
#define MAT_FIBERS "fibers"
#define MAT_LEATHER "leather"
#define MAT_CLOTH "cloth"
#define MAT_SYNCLOTH "syncloth"
#define MAT_CARPET "carpet"
// colours
#define MAT_CLOTH_TEAL "teal"
#define MAT_CLOTH_BLACK "black"
#define MAT_CLOTH_GREEN "green"
#define MAT_CLOTH_PURPLE "purple"
#define MAT_CLOTH_BLUE "blue"
#define MAT_CLOTH_BEIGE "beige"
#define MAT_CLOTH_LIME "lime"
#define MAT_CLOTH_YELLOW "yellow"
#define MAT_CLOTH_ORANGE "orange"
#define DEFAULT_TABLE_MATERIAL MAT_PLASTIC
#define DEFAULT_WALL_MATERIAL MAT_STEEL
#define SHARD_SHARD "shard"
#define SHARD_SHRAPNEL "shrapnel"
#define SHARD_STONE_PIECE "piece"
#define SHARD_SPLINTER "splinters"
#define SHARD_NONE ""
#define MATERIAL_UNMELTABLE 0x1
#define MATERIAL_BRITTLE 0x2
#define MATERIAL_PADDING 0x4
#define MATERIAL_NO_SYNTH 0x8
#define TABLE_BRITTLE_MATERIAL_MULTIPLIER 4 // Amount table damage is multiplied by if it is made of a brittle material (e.g. glass)
//Material Container Flags.
///If the container shows the amount of contained materials on examine.
#define MATCONTAINER_EXAMINE (1<<0)
///If the container cannot have materials inserted through attackby().
#define MATCONTAINER_NO_INSERT (1<<1)
///if the user can insert mats into the container despite the intent.
#define MATCONTAINER_ANY_INTENT (1<<2)
///if the user won't receive a warning when attacking the container with an unallowed item.
#define MATCONTAINER_SILENT (1<<3)
#define GET_MATERIAL_REF(arguments...) _GetMaterialRef(list(##arguments))
/// Makes sure only integer values are used when consuming, removing & checking for mats
#define OPTIMAL_COST(cost)(max(1, round(cost)))