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* 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 format26517b7122: 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 formatfe062e7bc4: 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 formatfe062e7bc4: 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>
123 lines
4.0 KiB
Plaintext
123 lines
4.0 KiB
Plaintext
#define MAT_IRON "iron"
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#define MAT_MARBLE "marble"
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#define MAT_STEEL "steel"
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#define MAT_PLASTIC "plastic"
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#define MAT_GLASS "glass"
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#define MAT_RGLASS "rglass"
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#define MAT_PGLASS "borosilicate glass"
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#define MAT_RPGLASS "reinforced borosilicate glass"
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#define MAT_SILVER "silver"
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#define MAT_GOLD "gold"
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#define MAT_URANIUM "uranium"
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#define MAT_TITANIUM "titanium"
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#define MAT_PHORON "phoron"
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#define MAT_DIAMOND "diamond"
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#define MAT_SNOW "snow"
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#define MAT_SNOWBRICK "packed snow"
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#define MAT_WOOD "wood"
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#define MAT_LOG "log"
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#define MAT_SIFWOOD "alien wood"
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#define MAT_SIFLOG "alien log"
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#define MAT_HARDWOOD "hardwood"
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#define MAT_HARDLOG "hardwood log"
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#define MAT_WOODEN_STICK "wooden stick"
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#define MAT_STEELHULL "steel hull"
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#define MAT_PLASTEEL "plasteel"
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#define MAT_PLASTEELHULL "plasteel hull"
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#define MAT_DURASTEEL "durasteel"
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#define MAT_DURASTEELHULL "durasteel hull"
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#define MAT_TITANIUMHULL "titanium hull"
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#define MAT_VERDANTIUM "verdantium"
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#define MAT_MORPHIUM "morphium"
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#define MAT_MORPHIUMHULL "morphium hull"
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#define MAT_VALHOLLIDE "valhollide"
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#define MAT_LEAD "lead"
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#define MAT_SUPERMATTER "supermatter"
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#define MAT_METALHYDROGEN "mhydrogen"
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#define MAT_OSMIUM "osmium"
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#define MAT_GRAPHITE "graphite"
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#define MAT_CHITIN "chitin"
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#define MAT_ALIENCHITIN "alien chitin"
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#define MAT_ALIENCLAW "alien claw"
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#define MAT_FUR "fur"
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#define MAT_COPPER "copper"
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#define MAT_QUARTZ "quartz"
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#define MAT_TIN "tin"
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#define MAT_VOPAL "void opal"
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#define MAT_ALUMINIUM "aluminium"
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#define MAT_BRONZE "bronze"
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#define MAT_PAINITE "painite"
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#define MAT_SANDSTONE "sandstone"
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#define MAT_FLINT "flint"
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#define MAT_PLATINUM "platinum"
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#define MAT_TRITIUM "tritium"
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#define MAT_DEUTERIUM "deuterium"
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#define MAT_CONCRETE "concrete"
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#define MAT_PLASTEELREBAR "plasteel rebar"
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#define MAT_GRASS "grass"
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#define MAT_RESIN "resin"
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#define MAT_CULT "cult"
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#define MAT_CULT2 "cult2"
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#define MAT_ALIENALLOY "alienalloy"
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#define MAT_COMPOSITE "composite"
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#define MAT_BIOMASS "biomass"
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#define MAT_WEEDEXTRACT "weed extract"
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#define MAT_CARDBOARD "cardboard"
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#define MAT_COTTON "cotton"
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#define MAT_GLAMOUR "stable glamour"
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#define MAT_DARKGLASS "darkglass"
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#define MAT_FLESH "flesh"
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#define MAT_FANCYBLACK "fancyblack"
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#define MAT_FOAM "foam"
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#define MAT_FLOKIUM "flockium"
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#define MAT_SMOLEBRICKS "smolebricks"
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// cloth materials
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#define MAT_WOOL "wool"
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#define MAT_FIBERS "fibers"
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#define MAT_LEATHER "leather"
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#define MAT_CLOTH "cloth"
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#define MAT_SYNCLOTH "syncloth"
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#define MAT_CARPET "carpet"
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// colours
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#define MAT_CLOTH_TEAL "teal"
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#define MAT_CLOTH_BLACK "black"
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#define MAT_CLOTH_GREEN "green"
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#define MAT_CLOTH_PURPLE "purple"
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#define MAT_CLOTH_BLUE "blue"
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#define MAT_CLOTH_BEIGE "beige"
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#define MAT_CLOTH_LIME "lime"
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#define MAT_CLOTH_YELLOW "yellow"
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#define MAT_CLOTH_ORANGE "orange"
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#define DEFAULT_TABLE_MATERIAL MAT_PLASTIC
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#define DEFAULT_WALL_MATERIAL MAT_STEEL
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#define SHARD_SHARD "shard"
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#define SHARD_SHRAPNEL "shrapnel"
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#define SHARD_STONE_PIECE "piece"
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#define SHARD_SPLINTER "splinters"
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#define SHARD_NONE ""
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#define MATERIAL_UNMELTABLE 0x1
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#define MATERIAL_BRITTLE 0x2
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#define MATERIAL_PADDING 0x4
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#define MATERIAL_NO_SYNTH 0x8
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#define TABLE_BRITTLE_MATERIAL_MULTIPLIER 4 // Amount table damage is multiplied by if it is made of a brittle material (e.g. glass)
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//Material Container Flags.
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///If the container shows the amount of contained materials on examine.
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#define MATCONTAINER_EXAMINE (1<<0)
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///If the container cannot have materials inserted through attackby().
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#define MATCONTAINER_NO_INSERT (1<<1)
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///if the user can insert mats into the container despite the intent.
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#define MATCONTAINER_ANY_INTENT (1<<2)
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///if the user won't receive a warning when attacking the container with an unallowed item.
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#define MATCONTAINER_SILENT (1<<3)
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#define GET_MATERIAL_REF(arguments...) _GetMaterialRef(list(##arguments))
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/// Makes sure only integer values are used when consuming, removing & checking for mats
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#define OPTIMAL_COST(cost)(max(1, round(cost)))
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