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* Winter event mobs (#16768) Added christmas catslug variant. Added a grey scaled drake variant of the dragon, specifically intended to be played by the creator of the art for the upcoming event (and future events), as it's not quite polished yet for every day use. Though they are fine with it being used in other ways here and downstream if desired. The creator is grayscaledrake. * fix (#16767) * Makes limbs able to be chopped off with reasonable limits (#16766) Moves around limb code a bit to make cutting/destroying limbs ACTUALLY possible. Previously, destroying a limb required you to: 1. Reach the person's max_damage to even let you start having a _chance_ to destroy the limb. 2. Have to have a REALLY strong weapon to destroy/cut limbs. We're talking about a weapon requiring 50 to 80 damage depending on the limb to destroy it. 3. Even IF you managed to get a weapon that could destroy a limb, you STILL had a random prob() based on the damage dealt in that blow. This changes it so instead of requiring you to reach the limb's max_damage to start having chances to drop, it makes it so limbs have two factors: How damaged the limb currently is AND how strong the blow it. This still has thresholds. You can't grab a 5 damage butterknife and chop people's limbs off. But if you step in a 30 damage beatrap, or have a 45 damage rock drop on your hand, it might actually get gibbed or knocked off! * initial ghost spawn is important... (#16760) * initia ghostl spawn is important... * . * On demand belly loading & multibelly (#16758) * Moves simple mob belly loading to on demans * style * early * multibelly * even more human * . * bunch of update_fullness * animals need an icon refresh * the icon has the fullness part, optimize that * one more * Add launch eject option for vore panel (#16755) * Small bugfixes / clarifications (#16763) * Fixes mech cloak having the wrong path From Outpost21 Commit a64c3ad. * clarified player record console buttons "Player had issue with button confusion, and reviewing the buttons they are WAY too similar. changed refuse update to DENY to ensure no at-a-glance confusion" From Outpost 21 Commit 32bc6f7 * simple doors use their own bump timer and not the user's simple material doors no longer use the USER'S last bump time, and isntead use their own for locking interaction. They now open promptly when bonked into and close after some time when clicked (they are meant to be slow after all) The bug was casued by using the user's bump time. So if youtouched anything like a wall within the last 60 ticks (including the door itself) it wouldn't open From Outpost21 Commit 783ef0a * ears + horns (#16764) * few more defines (#16765) * Allows borg tasers to properly charge when in charging ports (#16753) * taser * Adds sanity check * Turret & Sound Optimizations (#16754) * Portable Turret Optimization Optimizes portable turrets. Takes from Chomp PR here: https://github.com/CHOMPStation2/CHOMPStation2/pull/8088 Optimizes them further by changing mobs_in_xray_view to mobs_in_view. Reason: mobs_in_xray_view was adding mobs that were out of sight (behind walls) to the target list and trying to do pathfinding to shoot them. If you had 20 mobs around a PoI with turrets, it'd use a LOT of CPU needlessly. Also adds in Chomp's /mobs.dm helpers as they're helpful. * Ports over Chompstation Sound Optimizations - Replaces for( listeners) with a check that sees if a listener is ALSO a hearer - Makes it so even if there is no vary, if someone has a frequency it uses the frequency for playsound_local From https://github.com/CHOMPStation2/CHOMPStation2/pull/8088 --------- Co-authored-by: SatinIsle <98125273+SatinIsle@users.noreply.github.com> Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com> Co-authored-by: ShadowLarkens <shadowlarkens@gmail.com> Co-authored-by: dan <75939194+PastelPrinceDan@users.noreply.github.com>
247 lines
5.2 KiB
Plaintext
247 lines
5.2 KiB
Plaintext
/ore
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var/name
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var/display_name
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var/alloy
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var/smelts_to
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var/compresses_to
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var/result_amount // How much ore?
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var/spread = 1 // Does this type of deposit spread?
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var/spread_chance // Chance of spreading in any direction
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var/ore // Path to the ore produced when tile is mined.
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var/scan_icon // Overlay for ore scanners.
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// Xenoarch stuff. No idea what it's for, just refactored it to be less awful.
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var/list/xarch_ages = list(
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"thousand" = 999,
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"million" = 999
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)
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var/xarch_source_mineral = REAGENT_ID_IRON
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var/reagent = REAGENT_ID_SILICATE
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/ore/New()
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. = ..()
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if(!display_name)
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display_name = name
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/ore/uranium
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name = ORE_URANIUM
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display_name = "pitchblende"
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smelts_to = MAT_URANIUM
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result_amount = 5
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spread_chance = 10
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ore = /obj/item/ore/uranium
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scan_icon = "mineral_uncommon"
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xarch_ages = list(
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"thousand" = 999,
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"million" = 704
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)
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xarch_source_mineral = REAGENT_ID_POTASSIUM
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reagent = REAGENT_ID_URANIUM
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/ore/hematite
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name = ORE_HEMATITE
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display_name = ORE_HEMATITE
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smelts_to = MAT_IRON
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alloy = 1
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result_amount = 5
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spread_chance = 25
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ore = /obj/item/ore/iron
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scan_icon = "mineral_common"
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reagent = REAGENT_ID_IRON
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/ore/coal
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name = ORE_CARBON
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display_name = "raw carbon"
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smelts_to = MAT_PLASTIC
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compresses_to = MAT_GRAPHITE
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alloy = 1
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result_amount = 5
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spread_chance = 25
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ore = /obj/item/ore/coal
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scan_icon = "mineral_common"
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reagent = REAGENT_ID_CARBON
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/ore/glass
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name = ORE_SAND
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display_name = ORE_SAND
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smelts_to = MAT_GLASS
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alloy = 1
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compresses_to = MAT_SANDSTONE
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/ore/phoron
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name = ORE_PHORON
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display_name = "phoron crystals"
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compresses_to = MAT_PHORON
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//smelts_to = something that explodes violently on the conveyor, huhuhuhu
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result_amount = 5
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spread_chance = 25
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ore = /obj/item/ore/phoron
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scan_icon = "mineral_uncommon"
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xarch_ages = list(
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"thousand" = 999,
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"million" = 999,
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"billion" = 13,
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"billion_lower" = 10
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)
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xarch_source_mineral = REAGENT_ID_PHORON
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reagent = REAGENT_ID_PHORON
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/ore/silver
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name = ORE_SILVER
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display_name = "native silver"
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smelts_to = MAT_SILVER
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result_amount = 5
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spread_chance = 10
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ore = /obj/item/ore/silver
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scan_icon = "mineral_uncommon"
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reagent = REAGENT_ID_SILVER
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/ore/gold
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name = ORE_GOLD
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smelts_to = MAT_GOLD
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display_name = "native gold"
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result_amount = 5
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spread_chance = 10
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ore = /obj/item/ore/gold
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scan_icon = "mineral_uncommon"
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xarch_ages = list(
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"thousand" = 999,
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"million" = 999,
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"billion" = 4,
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"billion_lower" = 3
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)
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reagent = REAGENT_ID_GOLD
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/ore/diamond
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name = ORE_DIAMOND
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display_name = ORE_DIAMOND
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alloy = 1
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compresses_to = MAT_DIAMOND
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result_amount = 5
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spread_chance = 10
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ore = /obj/item/ore/diamond
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scan_icon = "mineral_rare"
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xarch_source_mineral = REAGENT_ID_NITROGEN
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reagent = REAGENT_ID_CARBON
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/ore/platinum
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name = ORE_PLATINUM
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display_name = "raw platinum"
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smelts_to = MAT_PLATINUM
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compresses_to = MAT_OSMIUM
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alloy = 1
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result_amount = 5
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spread_chance = 10
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ore = /obj/item/ore/osmium
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scan_icon = "mineral_rare"
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reagent = REAGENT_ID_PLATINUM
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/ore/hydrogen
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name = ORE_MHYDROGEN
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display_name = "metallic hydrogen"
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smelts_to = MAT_TRITIUM
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compresses_to = MAT_METALHYDROGEN
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scan_icon = "mineral_rare"
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reagent = REAGENT_ID_HYDROGEN
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/ore/verdantium
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name = ORE_VERDANTIUM
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display_name = "crystalline verdantite"
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compresses_to = MAT_VERDANTIUM
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result_amount = 2
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spread_chance = 5
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ore = /obj/item/ore/verdantium
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scan_icon = "mineral_rare"
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xarch_ages = list(
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"billion" = 13,
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"billion_lower" = 10
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)
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/ore/marble
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name = ORE_MARBLE
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display_name = "recrystallized carbonate"
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compresses_to = MAT_MARBLE
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result_amount = 1
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spread_chance = 10
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ore = /obj/item/ore/marble
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scan_icon = "mineral_common"
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reagent = REAGENT_ID_CALCIUMCARBONATE
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/ore/lead
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name = ORE_LEAD
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display_name = "lead glance"
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smelts_to = MAT_LEAD
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result_amount = 3
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spread_chance = 20
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ore = /obj/item/ore/lead
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scan_icon = "mineral_rare"
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reagent = REAGENT_ID_LEAD
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/*
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/ore/copper
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name = ORE_COPPER
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display_name = ORE_COPPER
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smelts_to = MAT_COPPER
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alloy = 1
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result_amount = 5
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spread_chance = 15
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ore = /obj/item/ore/copper
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scan_icon = "mineral_common"
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reagent = REAGENT_ID_COPPER
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/ore/tin
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name = ORE_TIN
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display_name = ORE_TIN
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smelts_to = MAT_TIN
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alloy = 1
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result_amount = 5
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spread_chance = 10
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ore = /obj/item/ore/tin
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scan_icon = "mineral_common"
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/ore/quartz
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name = ORE_QUARTZ
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display_name = "unrefined quartz"
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compresses_to = MAT_QUARTZ
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result_amount = 5
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spread_chance = 5
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ore = /obj/item/ore/quartz
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scan_icon = "mineral_common"
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/ore/bauxite
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name = ORE_BAUXITE
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display_name = ORE_BAUXITE
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smelts_to = MAT_ALUMINIUM
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result_amount = 5
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spread_chance = 25
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ore = /obj/item/ore/bauxite
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scan_icon = "mineral_common"
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reagent = REAGENT_ID_ALUMINIUM
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*/
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/ore/rutile
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name = ORE_RUTILE
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display_name = ORE_RUTILE
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smelts_to = MAT_TITANIUM
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result_amount = 5
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spread_chance = 12
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alloy = 1
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ore = /obj/item/ore/rutile
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scan_icon = "mineral_uncommon"
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/*
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/ore/painite
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name = ORE_PAINITE
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display_name = "rough painite"
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compresses_to = MAT_PAINITE
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result_amount = 5
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spread_chance = 3
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ore = /obj/item/ore/painite
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scan_icon = "mineral_rare"
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/ore/void_opal
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name = ORE_VOPAL
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display_name = "rough void opal"
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compresses_to = MAT_VOPAL
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result_amount = 5
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spread_chance = 1
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ore = /obj/item/ore/void_opal
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scan_icon = "mineral_rare"
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*/
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