Various mineral/material standardizations, minor mob changes

This commit is contained in:
Ergovisavi
2014-03-19 18:28:56 -07:00
parent 4e5d757726
commit 57fe8ea3f4
26 changed files with 290 additions and 272 deletions

View File

@@ -27,3 +27,6 @@
//1 = standard hud
//2 = reduced hud (just hands and intent switcher)
//3 = no hud (for screenshots)
#define MINERAL_MATERIAL_AMOUNT 2000
//The amount of materials you get from a sheet of mineral like iron/diamond/glass etc

View File

@@ -132,12 +132,12 @@ var/global/list/autolathe_recipes_hidden = list( \
if (panel_open)
if(istype(O, /obj/item/weapon/crowbar))
if(m_amount >= 3750)
if(m_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc)
G.amount = round(m_amount / 3750)
if(g_amount >= 3750)
G.amount = round(m_amount / MINERAL_MATERIAL_AMOUNT)
if(g_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc)
G.amount = round(g_amount / 3750)
G.amount = round(g_amount / MINERAL_MATERIAL_AMOUNT)
default_deconstruction_crowbar(O)
return 1
else

View File

@@ -6,8 +6,8 @@
w_class = 2
anchored = 0
m_amt = 700
g_amt = 300
m_amt = 400
g_amt = 250
// Motion, EMP-Proof, X-Ray
var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/sheet/mineral/plasma, /obj/item/weapon/reagent_containers/food/snacks/grown/carrot)

View File

@@ -52,8 +52,8 @@ var/list/obj/machinery/newscaster/allCasters = list() //Global list that will co
desc = "Used to build newscasters, just secure to the wall."
icon_state = "newscaster"
item_state = "syringe_kit"
m_amt = 25000
g_amt = 15000
m_amt = 14000
g_amt = 8000
/obj/item/newscaster_frame/proc/try_build(turf/on_wall)
if (get_dist(on_wall,usr)>1)

View File

@@ -90,37 +90,37 @@ Please wait until completion...</TT><BR>
if (1)
build_type = "/obj/item/robot_parts/l_arm"
build_time = 200
build_cost = 25000
build_cost = 10000
if (2)
build_type = "/obj/item/robot_parts/r_arm"
build_time = 200
build_cost = 25000
build_cost = 10000
if (3)
build_type = "/obj/item/robot_parts/l_leg"
build_time = 200
build_cost = 25000
build_cost = 10000
if (4)
build_type = "/obj/item/robot_parts/r_leg"
build_time = 200
build_cost = 25000
build_cost = 10000
if (5)
build_type = "/obj/item/robot_parts/chest"
build_time = 350
build_cost = 50000
build_cost = 40000
if (6)
build_type = "/obj/item/robot_parts/head"
build_time = 350
build_cost = 50000
build_cost = 5000
if (7)
build_type = "/obj/item/robot_parts/robot_suit"
build_time = 600
build_cost = 75000
build_cost = 15000
var/building = text2path(build_type)
if (!isnull(building))

View File

@@ -695,10 +695,10 @@
return 0
var/result = 0
var/obj/item/stack/sheet/res = new type(src)
var/total_amount = round(resources[mat_string]/res.perunit)
res.amount = min(total_amount,amount)
var/total_amount = round(resources[mat_string]/MINERAL_MATERIAL_AMOUNT)
res.amount = min(total_amount,res.max_amount)
if(res.amount>0)
resources[mat_string] -= res.amount*res.perunit
resources[mat_string] -= res.amount*MINERAL_MATERIAL_AMOUNT
res.Move(src.loc)
result = res.amount
else
@@ -713,34 +713,48 @@
if(exchange_parts(user, W))
return
default_deconstruction_crowbar(W)
if (panel_open)
if(panel_open)
if(istype(W, /obj/item/weapon/crowbar))
if(src.resources["metal"] >= 3750)
while(src.resources["metal"] >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc)
G.amount = round(src.resources["metal"] / G.perunit)
if(src.resources["glass"] >= 3750)
var/sheet_conversion = round(src.resources["metal"] / MINERAL_MATERIAL_AMOUNT)
G.amount = min(sheet_conversion, G.max_amount)
src.resources["metal"] -= (G.amount * MINERAL_MATERIAL_AMOUNT)
while(src.resources["glass"] >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc)
G.amount = round(src.resources["glass"] / G.perunit)
if(src.resources["plasma"] >= 2000)
var/sheet_conversion = round(src.resources["glass"] / MINERAL_MATERIAL_AMOUNT)
G.amount = min(sheet_conversion, G.max_amount)
src.resources["glass"] -= (G.amount * MINERAL_MATERIAL_AMOUNT)
while(src.resources["plasma"] >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/plasma/G = new /obj/item/stack/sheet/mineral/plasma(src.loc)
G.amount = round(src.resources["plasma"] / G.perunit)
if(src.resources["silver"] >= 2000)
var/sheet_conversion = round(src.resources["plasma"] / MINERAL_MATERIAL_AMOUNT)
G.amount = min(sheet_conversion, G.max_amount)
src.resources["plasma"] -= (G.amount * MINERAL_MATERIAL_AMOUNT)
while(src.resources["silver"] >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/silver/G = new /obj/item/stack/sheet/mineral/silver(src.loc)
G.amount = round(src.resources["silver"] / G.perunit)
if(src.resources["gold"] >= 2000)
var/sheet_conversion = round(src.resources["silver"] / MINERAL_MATERIAL_AMOUNT)
G.amount = min(sheet_conversion, G.max_amount)
src.resources["silver"] -= (G.amount * MINERAL_MATERIAL_AMOUNT)
while(src.resources["gold"] >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/gold/G = new /obj/item/stack/sheet/mineral/gold(src.loc)
G.amount = round(src.resources["gold"] / G.perunit)
if(src.resources["uranium"] >= 2000)
var/sheet_conversion = round(src.resources["gold"] / MINERAL_MATERIAL_AMOUNT)
G.amount = min(sheet_conversion, G.max_amount)
src.resources["gold"] -= (G.amount * MINERAL_MATERIAL_AMOUNT)
while(src.resources["uranium"] >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/uranium/G = new /obj/item/stack/sheet/mineral/uranium(src.loc)
G.amount = round(src.resources["uranium"] / G.perunit)
if(src.resources["diamond"] >= 2000)
var/sheet_conversion = round(src.resources["uranium"] / MINERAL_MATERIAL_AMOUNT)
G.amount = min(sheet_conversion, G.max_amount)
src.resources["uranium"] -= (G.amount * MINERAL_MATERIAL_AMOUNT)
while(src.resources["diamond"] >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/diamond/G = new /obj/item/stack/sheet/mineral/diamond(src.loc)
G.amount = round(src.resources["diamond"] / G.perunit)
if(src.resources["bananium"] >= 2000)
var/sheet_conversion = round(src.resources["diamond"] / MINERAL_MATERIAL_AMOUNT)
G.amount = min(sheet_conversion, G.max_amount)
src.resources["diamond"] -= (G.amount * MINERAL_MATERIAL_AMOUNT)
while(src.resources["bananium"] >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/clown/G = new /obj/item/stack/sheet/mineral/clown(src.loc)
G.amount = round(src.resources["bananium"] / G.perunit)
var/sheet_conversion = round(src.resources["bananium"] / MINERAL_MATERIAL_AMOUNT)
G.amount = min(sheet_conversion, G.max_amount)
src.resources["bananium"] -= (G.amount * MINERAL_MATERIAL_AMOUNT)
default_deconstruction_crowbar(W)
return 1
else
@@ -776,12 +790,11 @@
return
var/obj/item/stack/sheet/stack = W
var/sname = "[stack.name]"
var/amnt = stack.perunit
if(src.resources[material] < res_max_amount)
var/count = 0
src.overlays += "fab-load-[material]"//loading animation is now an overlay based on material type. No more spontaneous conversion of all ores to metal. -vey
while(src.resources[material] < res_max_amount && stack)
src.resources[material] += amnt
src.resources[material] += MINERAL_MATERIAL_AMOUNT
stack.use(1)
count++
sleep(10)

View File

@@ -42,7 +42,7 @@
icon_state = "ripley_harness"
origin_tech = "programming=2;materials=2;biotech=2;engineering=2"
construction_time = 200
construction_cost = list("metal"=40000,"glass"=15000)
construction_cost = list("metal"=20000,"glass"=7500)
/obj/item/mecha_parts/part/ripley_left_arm
name="\improper Ripley left arm"
@@ -50,7 +50,7 @@
icon_state = "ripley_l_arm"
origin_tech = "programming=2;materials=2;engineering=2"
construction_time = 150
construction_cost = list("metal"=25000)
construction_cost = list("metal"=15000)
/obj/item/mecha_parts/part/ripley_right_arm
name="\improper Ripley right arm"
@@ -58,7 +58,7 @@
icon_state = "ripley_r_arm"
origin_tech = "programming=2;materials=2;engineering=2"
construction_time = 150
construction_cost = list("metal"=25000)
construction_cost = list("metal"=15000)
/obj/item/mecha_parts/part/ripley_left_leg
name="\improper Ripley left leg"
@@ -66,7 +66,7 @@
icon_state = "ripley_l_leg"
origin_tech = "programming=2;materials=2;engineering=2"
construction_time = 150
construction_cost = list("metal"=30000)
construction_cost = list("metal"=15000)
/obj/item/mecha_parts/part/ripley_right_leg
name="\improper Ripley right leg"
@@ -74,14 +74,12 @@
icon_state = "ripley_r_leg"
origin_tech = "programming=2;materials=2;engineering=2"
construction_time = 150
construction_cost = list("metal"=30000)
construction_cost = list("metal"=15000)
///////// Gygax
/obj/item/mecha_parts/chassis/gygax
name = "\improper Gygax chassis"
construction_cost = list("metal"=25000)
New()
..()
construct = new /datum/construction/mecha/gygax_chassis(src)
@@ -92,7 +90,7 @@
icon_state = "gygax_harness"
origin_tech = "programming=2;materials=2;biotech=3;engineering=3"
construction_time = 300
construction_cost = list("metal"=50000,"glass"=20000)
construction_cost = list("metal"=20000,"glass"=10000,"diamond"=8000)
/obj/item/mecha_parts/part/gygax_head
name="\improper Gygax head"
@@ -100,7 +98,7 @@
icon_state = "gygax_head"
origin_tech = "programming=2;materials=2;magnets=3;engineering=3"
construction_time = 200
construction_cost = list("metal"=20000,"glass"=10000)
construction_cost = list("metal"=10000,"glass"=5000, "diamond"=2000)
/obj/item/mecha_parts/part/gygax_left_arm
name="\improper Gygax left arm"
@@ -108,7 +106,7 @@
icon_state = "gygax_l_arm"
origin_tech = "programming=2;materials=2;engineering=3"
construction_time = 200
construction_cost = list("metal"=30000)
construction_cost = list("metal"=15000, "diamond"=2000)
/obj/item/mecha_parts/part/gygax_right_arm
name="\improper Gygax right arm"
@@ -116,21 +114,21 @@
icon_state = "gygax_r_arm"
origin_tech = "programming=2;materials=2;engineering=3"
construction_time = 200
construction_cost = list("metal"=30000)
construction_cost = list("metal"=15000, "diamond"=2000)
/obj/item/mecha_parts/part/gygax_left_leg
name="\improper Gygax left leg"
icon_state = "gygax_l_leg"
origin_tech = "programming=2;materials=2;engineering=3"
construction_time = 200
construction_cost = list("metal"=35000)
construction_cost = list("metal"=15000, "diamond"=2000)
/obj/item/mecha_parts/part/gygax_right_leg
name="\improper Gygax right leg"
icon_state = "gygax_r_leg"
origin_tech = "programming=2;materials=2;engineering=3"
construction_time = 200
construction_cost = list("metal"=35000)
construction_cost = list("metal"=15000, "diamond"=2000)
/obj/item/mecha_parts/part/gygax_armour
gender = PLURAL
@@ -138,7 +136,7 @@
icon_state = "gygax_armour"
origin_tech = "materials=6;combat=4;engineering=5"
construction_time = 600
construction_cost = list("metal"=50000,"diamond"=10000)
construction_cost = list("metal"=25000,"diamond"=12000)
//////////// Durand
@@ -156,42 +154,42 @@
icon_state = "durand_harness"
origin_tech = "programming=2;materials=3;biotech=3;engineering=3"
construction_time = 300
construction_cost = list("metal"=55000,"glass"=20000,"silver"=10000)
construction_cost = list("metal"=25000,"glass"=10000,"silver"=30000)
/obj/item/mecha_parts/part/durand_head
name="\improper Durand head"
icon_state = "durand_head"
origin_tech = "programming=2;materials=3;magnets=3;engineering=3"
construction_time = 200
construction_cost = list("metal"=25000,"glass"=10000,"silver"=3000)
construction_cost = list("metal"=10000,"glass"=15000,"silver"=5000)
/obj/item/mecha_parts/part/durand_left_arm
name="\improper Durand left arm"
icon_state = "durand_l_arm"
origin_tech = "programming=2;materials=3;engineering=3"
construction_time = 200
construction_cost = list("metal"=35000,"silver"=3000)
construction_cost = list("metal"=10000,"silver"=4000)
/obj/item/mecha_parts/part/durand_right_arm
name="\improper Durand right arm"
icon_state = "durand_r_arm"
origin_tech = "programming=2;materials=3;engineering=3"
construction_time = 200
construction_cost = list("metal"=35000,"silver"=3000)
construction_cost = list("metal"=10000,"silver"=4000)
/obj/item/mecha_parts/part/durand_left_leg
name="\improper Durand left leg"
icon_state = "durand_l_leg"
origin_tech = "programming=2;materials=3;engineering=3"
construction_time = 200
construction_cost = list("metal"=40000,"silver"=3000)
construction_cost = list("metal"=15000,"silver"=6000)
/obj/item/mecha_parts/part/durand_right_leg
name="\improper Durand right leg"
icon_state = "durand_r_leg"
origin_tech = "programming=2;materials=3;engineering=3"
construction_time = 200
construction_cost = list("metal"=40000,"silver"=3000)
construction_cost = list("metal"=15000,"silver"=6000)
/obj/item/mecha_parts/part/durand_armour
gender = PLURAL
@@ -199,9 +197,7 @@
icon_state = "durand_armour"
origin_tech = "materials=5;combat=4;engineering=5"
construction_time = 600
construction_cost = list("metal"=50000,"uranium"=10000)
construction_cost = list("metal"=50000,"uranium"=30000)
////////// Firefighter
@@ -246,25 +242,25 @@
name="\improper H.O.N.K torso"
icon_state = "honker_harness"
construction_time = 300
construction_cost = list("metal"=35000,"glass"=10000,"bananium"=10000)
construction_cost = list("metal"=20000,"glass"=10000,"bananium"=10000)
/obj/item/mecha_parts/part/honker_head
name="\improper H.O.N.K head"
icon_state = "honker_head"
construction_time = 200
construction_cost = list("metal"=15000,"glass"=5000,"bananium"=5000)
construction_cost = list("metal"=10000,"glass"=5000,"bananium"=5000)
/obj/item/mecha_parts/part/honker_left_arm
name="\improper H.O.N.K left arm"
icon_state = "honker_l_arm"
construction_time = 200
construction_cost = list("metal"=20000,"bananium"=5000)
construction_cost = list("metal"=15000,"bananium"=5000)
/obj/item/mecha_parts/part/honker_right_arm
name="\improper H.O.N.K right arm"
icon_state = "honker_r_arm"
construction_time = 200
construction_cost = list("metal"=20000,"bananium"=5000)
construction_cost = list("metal"=15000,"bananium"=5000)
/obj/item/mecha_parts/part/honker_left_leg
name="\improper H.O.N.K left leg"
@@ -345,7 +341,7 @@
name="\improper Odysseus head"
icon_state = "odysseus_head"
construction_time = 100
construction_cost = list("metal"=2000,"glass"=10000)
construction_cost = list("metal"=6000,"glass"=10000)
origin_tech = "programming=3;materials=2"
/obj/item/mecha_parts/part/odysseus_torso
@@ -354,7 +350,7 @@
icon_state = "odysseus_torso"
origin_tech = "programming=2;materials=2;biotech=2;engineering=2"
construction_time = 180
construction_cost = list("metal"=25000)
construction_cost = list("metal"=12000)
/obj/item/mecha_parts/part/odysseus_left_arm
name="\improper Odysseus left arm"
@@ -362,7 +358,7 @@
icon_state = "odysseus_l_arm"
origin_tech = "programming=2;materials=2;engineering=2"
construction_time = 120
construction_cost = list("metal"=10000)
construction_cost = list("metal"=6000)
/obj/item/mecha_parts/part/odysseus_right_arm
name="\improper Odysseus right arm"
@@ -370,7 +366,7 @@
icon_state = "odysseus_r_arm"
origin_tech = "programming=2;materials=2;engineering=2"
construction_time = 120
construction_cost = list("metal"=10000)
construction_cost = list("metal"=6000)
/obj/item/mecha_parts/part/odysseus_left_leg
name="\improper Odysseus left leg"
@@ -378,7 +374,7 @@
icon_state = "odysseus_l_leg"
origin_tech = "programming=2;materials=2;engineering=2"
construction_time = 130
construction_cost = list("metal"=15000)
construction_cost = list("metal"=7000)
/obj/item/mecha_parts/part/odysseus_right_leg
name="\improper Odysseus right leg"
@@ -386,7 +382,7 @@
icon_state = "odysseus_r_leg"
origin_tech = "programming=2;materials=2;engineering=2"
construction_time = 130
construction_cost = list("metal"=15000)
construction_cost = list("metal"=7000)
/*/obj/item/mecha_parts/part/odysseus_armour
name="Odysseus Carapace"

View File

@@ -13,28 +13,28 @@
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_arm"
construction_time = 200
construction_cost = list("metal"=18000)
construction_cost = list("metal"=10000)
/obj/item/robot_parts/r_arm
name = "cyborg right arm"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_arm"
construction_time = 200
construction_cost = list("metal"=18000)
construction_cost = list("metal"=10000)
/obj/item/robot_parts/l_leg
name = "cyborg left leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_leg"
construction_time = 200
construction_cost = list("metal"=15000)
construction_cost = list("metal"=10000)
/obj/item/robot_parts/r_leg
name = "cyborg right leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_leg"
construction_time = 200
construction_cost = list("metal"=15000)
construction_cost = list("metal"=10000)
/obj/item/robot_parts/chest
name = "cyborg torso"
@@ -50,7 +50,7 @@
desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals."
icon_state = "head"
construction_time = 350
construction_cost = list("metal"=25000)
construction_cost = list("metal"=5000)
var/obj/item/device/flash/flash1 = null
var/obj/item/device/flash/flash2 = null
@@ -59,7 +59,7 @@
desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
icon_state = "robo_suit"
construction_time = 500
construction_cost = list("metal"=50000)
construction_cost = list("metal"=15000)
var/obj/item/robot_parts/l_arm/l_arm = null
var/obj/item/robot_parts/r_arm/r_arm = null
var/obj/item/robot_parts/l_leg/l_leg = null

View File

@@ -9,7 +9,7 @@
throwforce = 10.0
throw_speed = 3
throw_range = 7
m_amt = 1875
m_amt = 1000
max_amount = 60
attack_verb = list("hit", "bludgeoned", "whacked")

View File

@@ -13,7 +13,7 @@
desc = "HOLY SHEET! That is a lot of glass."
singular_name = "glass sheet"
icon_state = "sheet-glass"
g_amt = 3750
g_amt = MINERAL_MATERIAL_AMOUNT
origin_tech = "materials=1"
@@ -120,8 +120,8 @@
desc = "Glass which seems to have rods or something stuck in them."
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
g_amt = 3750
m_amt = 1875
g_amt = MINERAL_MATERIAL_AMOUNT
m_amt = 1000
origin_tech = "materials=2"
/obj/item/stack/sheet/rglass/cyborg
@@ -246,7 +246,7 @@
force = 5.0
throwforce = 10.0
item_state = "shard-glass"
g_amt = 3750
g_amt = MINERAL_MATERIAL_AMOUNT
attack_verb = list("stabbed", "slashed", "sliced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'

View File

@@ -56,7 +56,6 @@ var/global/list/datum/stack_recipe/sandstone_recipes = list ( \
w_class = 3.0
throw_range = 3
origin_tech = "materials=6"
perunit = 3750
sheettype = "diamond"
var/global/list/datum/stack_recipe/diamond_recipes = list ( \
@@ -82,7 +81,6 @@ var/global/list/datum/stack_recipe/diamond_recipes = list ( \
throw_speed = 1
throw_range = 3
origin_tech = "materials=5"
perunit = 2000
sheettype = "uranium"
var/global/list/datum/stack_recipe/uranium_recipes = list ( \
@@ -108,7 +106,6 @@ var/global/list/datum/stack_recipe/uranium_recipes = list ( \
throw_speed = 1
throw_range = 3
origin_tech = "plasmatech=2;materials=2"
perunit = 2000
sheettype = "plasma"
var/global/list/datum/stack_recipe/plasma_recipes = list ( \
@@ -134,7 +131,6 @@ var/global/list/datum/stack_recipe/plasma_recipes = list ( \
throw_speed = 1
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
sheettype = "gold"
var/global/list/datum/stack_recipe/gold_recipes = list ( \
@@ -160,7 +156,6 @@ var/global/list/datum/stack_recipe/gold_recipes = list ( \
throw_speed = 1
throw_range = 3
origin_tech = "materials=3"
perunit = 2000
sheettype = "silver"
var/global/list/datum/stack_recipe/silver_recipes = list ( \
@@ -186,7 +181,6 @@ var/global/list/datum/stack_recipe/silver_recipes = list ( \
throw_speed = 1
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
sheettype = "clown"
/obj/item/stack/sheet/mineral/clown/New(var/loc, var/amount=null)
@@ -210,7 +204,6 @@ var/global/list/datum/stack_recipe/silver_recipes = list ( \
throw_speed = 1
throw_range = 3
origin_tech = "materials=5"
perunit = 1000
/*
* Adamantine
@@ -225,7 +218,6 @@ var/global/list/datum/stack_recipe/silver_recipes = list ( \
throw_speed = 1
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/*
* Mythril
@@ -239,5 +231,4 @@ var/global/list/datum/stack_recipe/silver_recipes = list ( \
w_class = 3.0
throw_speed = 1
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
origin_tech = "materials=4"

View File

@@ -48,7 +48,7 @@ var/global/list/datum/stack_recipe/metal_recipes = list ( \
desc = "Sheets made out of metal."
singular_name = "metal sheet"
icon_state = "sheet-metal"
m_amt = 3750
m_amt = MINERAL_MATERIAL_AMOUNT
throwforce = 10.0
flags = CONDUCT
origin_tech = "materials=1"
@@ -74,7 +74,7 @@ var/global/list/datum/stack_recipe/plasteel_recipes = list ( \
desc = "This sheet is an alloy of iron and plasma."
icon_state = "sheet-plasteel"
item_state = "sheet-metal"
m_amt = 7500
m_amt = 6000
throwforce = 10.0
flags = CONDUCT
origin_tech = "materials=2"

View File

@@ -7,7 +7,7 @@
throw_speed = 1
throw_range = 3
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed")
var/perunit = 3750
var/perunit = MINERAL_MATERIAL_AMOUNT
var/sheettype = null //this is used for girders in the creation of walls/false walls

View File

@@ -18,7 +18,7 @@ RCD
throw_speed = 3
throw_range = 5
w_class = 3.0
m_amt = 50000
m_amt = 30000
origin_tech = "engineering=4;materials=2"
var/datum/effect/effect/system/spark_spread/spark_system
var/matter = 0
@@ -260,5 +260,5 @@ RCD
density = 0
anchored = 0.0
origin_tech = "materials=2"
m_amt = 30000
g_amt = 15000
m_amt = 16000
g_amt = 8000

View File

@@ -3,8 +3,8 @@
desc = "Used to remotely activate devices."
icon_state = "signaller"
item_state = "signaler"
m_amt = 1000
g_amt = 200
m_amt = 400
g_amt = 120
origin_tech = "magnets=1"
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE

View File

@@ -17,8 +17,8 @@
icon_state = "welding"
flags = HEADCOVERSEYES | HEADCOVERSMOUTH
item_state = "welding"
m_amt = 3000
g_amt = 1000
m_amt = 1750
g_amt = 400
// var/up = 0
flash_protect = 2
tint = 2

View File

@@ -662,6 +662,15 @@
if(C)
C.images -= I
//Debug item to identify all ore spread quickly
/obj/item/device/mining_scanner/admin
/obj/item/device/mining_scanner/admin/attack_self(mob/user)
for(var/turf/simulated/mineral/M in world)
if(M.scan_state)
M.icon_state = M.scan_state
del(src)
/**********************Xeno Warning Sign**********************/
/obj/structure/sign/xeno_warning_mining
name = "DANGEROUS ALIEN LIFE"

View File

@@ -109,7 +109,7 @@
/turf/simulated/mineral/random/high_chance
icon_state = "rock_highchance"
mineralChance = 25
mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Plasma" = 10)
mineralSpawnChanceList = list("Uranium" = 30, "Diamond" = 3, "Gold" = 30, "Silver" = 30, "Plasma" = 15, "Iron" = 50)
/turf/simulated/mineral/random/high_chance/New()
icon_state = "rock"

View File

@@ -21,7 +21,7 @@
name = "Uranium ore"
icon_state = "Uranium ore"
origin_tech = "materials=5"
points = 20
points = 16
refined_type = /obj/item/stack/sheet/mineral/uranium
/obj/item/weapon/ore/iron
@@ -52,7 +52,7 @@
name = "Plasma ore"
icon_state = "Plasma ore"
origin_tech = "materials=2"
points = 40
points = 32
refined_type = /obj/item/stack/sheet/mineral/plasma
/obj/item/weapon/ore/plasma/attackby(obj/item/I as obj, mob/user as mob)
@@ -68,28 +68,28 @@
name = "Silver ore"
icon_state = "Silver ore"
origin_tech = "materials=3"
points = 20
points = 16
refined_type = /obj/item/stack/sheet/mineral/silver
/obj/item/weapon/ore/gold
name = "Gold ore"
icon_state = "Gold ore"
origin_tech = "materials=4"
points = 20
points = 16
refined_type = /obj/item/stack/sheet/mineral/gold
/obj/item/weapon/ore/diamond
name = "Diamond ore"
icon_state = "Diamond ore"
origin_tech = "materials=6"
points = 40
points = 32
refined_type = /obj/item/stack/sheet/mineral/diamond
/obj/item/weapon/ore/clown
name = "Bananium ore"
icon_state = "Clown ore"
origin_tech = "materials=4"
points = 30
points = 24
refined_type = /obj/item/stack/sheet/mineral/clown
/obj/item/weapon/ore/slag

View File

@@ -32,7 +32,7 @@
/mob/living/simple_animal/hostile/asteroid/bullet_act(var/obj/item/projectile/P)//Reduces damage from most projectiles to curb off-screen kills
if(!stat)
Aggro()
if(P.damage < 30)
if(P.damage < 30 && P.damage_type != BRUTE)
P.damage = (P.damage / 3)
visible_message("<span class='danger'>[P] has a reduced effect on [src]!</span>")
..()
@@ -346,12 +346,22 @@
throw_message = "does nothing to the rocky hide of the"
aggro_vision_range = 9
idle_vision_range = 5
anchored = 1 //Stays anchored until death as to be unpullable
/mob/living/simple_animal/hostile/asteroid/goliath/revive()
anchored = 1
..()
/mob/living/simple_animal/hostile/asteroid/goliath/Die()
anchored = 0
..()
/mob/living/simple_animal/hostile/asteroid/goliath/OpenFire()
visible_message("<span class='warning'>The [src.name] digs its tentacles under [target.name]!</span>")
var/tturf = get_turf(target)
new /obj/effect/goliath_tentacle/original(tturf)
ranged_cooldown = ranged_cooldown_cap
if(get_dist(src, target) <= 7)//Screen range check, so you can't get tentacle'd offscreen
visible_message("<span class='warning'>The [src.name] digs its tentacles under [target.name]!</span>")
new /obj/effect/goliath_tentacle/original(tturf)
ranged_cooldown = ranged_cooldown_cap
return
/mob/living/simple_animal/hostile/asteroid/goliath/adjustBruteLoss(var/damage)
@@ -413,8 +423,8 @@
if(istype(target, /obj/item/clothing/suit/space/rig/mining) || istype(target, /obj/item/clothing/head/helmet/space/rig/mining))
var/obj/item/clothing/C = target
var/current_armor = C.armor
if(current_armor.["melee"] < 90)
current_armor.["melee"] = min(current_armor.["melee"] + 10, 90)
if(current_armor.["melee"] < 80)
current_armor.["melee"] = min(current_armor.["melee"] + 10, 80)
user << "<span class='info'>You strengthen [target], improving its resistance against melee attacks.</span>"
del(src)
else

View File

@@ -44,7 +44,7 @@
flags = CONDUCT
slot_flags = SLOT_BELT
item_state = "syringe_kit"
m_amt = 50000
m_amt = 30000
throwforce = 2
w_class = 1.0
throw_speed = 3

View File

@@ -56,7 +56,7 @@
icon_state = "blshell"
caliber = "shotgun"
projectile_type = /obj/item/projectile/bullet
m_amt = 12500
m_amt = 6500
/obj/item/ammo_casing/shotgun/buckshot
@@ -73,7 +73,7 @@
desc = "A weak beanbag shell."
icon_state = "bshell"
projectile_type = /obj/item/projectile/bullet/weakbullet
m_amt = 500
m_amt = 250
/obj/item/ammo_casing/shotgun/stunshell
@@ -81,7 +81,7 @@
desc = "A stunning shell."
icon_state = "stunshell"
projectile_type = /obj/item/projectile/bullet/stunshot
m_amt = 2500
m_amt = 200
/obj/item/ammo_casing/shotgun/incendiary
@@ -89,7 +89,6 @@
desc = "An incendiary shell"
icon_state = "ishell"
projectile_type = /obj/item/projectile/bullet/incendiary/shell
m_amt = 12500
/obj/item/ammo_casing/shotgun/dart
@@ -97,7 +96,6 @@
desc = "A dart for use in shotguns. Can be injected with up to 30 units of any chemical."
icon_state = "cshell"
projectile_type = /obj/item/projectile/bullet/dart
m_amt = 12500
/obj/item/ammo_casing/shotgun/dart/New()
..()

View File

@@ -143,7 +143,7 @@
name = "large beaker"
desc = "A large beaker. Can hold up to 100 units."
icon_state = "beakerlarge"
g_amt = 5000
g_amt = 2500
volume = 100
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100)

View File

@@ -72,7 +72,7 @@ datum/design/seccamera
id = "seccamera"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/security
datum/design/aicore
@@ -81,7 +81,7 @@ datum/design/aicore
id = "aicore"
req_tech = list("programming" = 4, "biotech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/aicore
datum/design/aiupload
@@ -90,7 +90,7 @@ datum/design/aiupload
id = "aiupload"
req_tech = list("programming" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/aiupload
datum/design/borgupload
@@ -99,7 +99,7 @@ datum/design/borgupload
id = "borgupload"
req_tech = list("programming" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/borgupload
datum/design/med_data
@@ -108,7 +108,7 @@ datum/design/med_data
id = "med_data"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/med_data
datum/design/operating
@@ -117,7 +117,7 @@ datum/design/operating
id = "operating"
req_tech = list("programming" = 2, "biotech" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/operating
datum/design/pandemic
@@ -126,7 +126,7 @@ datum/design/pandemic
id = "pandemic"
req_tech = list("programming" = 2, "biotech" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/pandemic
datum/design/scan_console
@@ -135,7 +135,7 @@ datum/design/scan_console
id = "scan_console"
req_tech = list("programming" = 2, "biotech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/scan_consolenew
datum/design/comconsole
@@ -144,7 +144,7 @@ datum/design/comconsole
id = "comconsole"
req_tech = list("programming" = 2, "magnets" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/communications
datum/design/idcardconsole
@@ -153,7 +153,7 @@ datum/design/idcardconsole
id = "idcardconsole"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/card
datum/design/crewconsole
@@ -162,7 +162,7 @@ datum/design/crewconsole
id = "crewconsole"
req_tech = list("programming" = 3, "magnets" = 2, "biotech" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/crew
datum/design/teleconsole
@@ -171,7 +171,7 @@ datum/design/teleconsole
id = "teleconsole"
req_tech = list("programming" = 3, "bluespace" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/teleporter
datum/design/secdata
@@ -180,7 +180,7 @@ datum/design/secdata
id = "secdata"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/secure_data
datum/design/atmosalerts
@@ -189,7 +189,7 @@ datum/design/atmosalerts
id = "atmosalerts"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/atmos_alert
datum/design/air_management
@@ -198,7 +198,7 @@ datum/design/air_management
id = "air_management"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/air_management
datum/design/robocontrol
@@ -207,7 +207,7 @@ datum/design/robocontrol
id = "robocontrol"
req_tech = list("programming" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/robotics
datum/design/clonecontrol
@@ -216,7 +216,7 @@ datum/design/clonecontrol
id = "clonecontrol"
req_tech = list("programming" = 3, "biotech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/cloning
datum/design/clonepod
@@ -225,7 +225,7 @@ datum/design/clonepod
id = "clonepod"
req_tech = list("programming" = 3, "biotech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/clonepod
datum/design/clonescanner
@@ -234,7 +234,7 @@ datum/design/clonescanner
id = "clonescanner"
req_tech = list("programming" = 3, "biotech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/clonescanner
datum/design/arcadebattle
@@ -243,7 +243,7 @@ datum/design/arcadebattle
id = "arcademachine"
req_tech = list("programming" = 1)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/arcade/battle
datum/design/orion_trail
@@ -252,7 +252,7 @@ datum/design/orion_trail
id = "arcademachine"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/arcade/orion_trail
datum/design/powermonitor
@@ -261,7 +261,7 @@ datum/design/powermonitor
id = "powermonitor"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/powermonitor
datum/design/solarcontrol
@@ -270,7 +270,7 @@ datum/design/solarcontrol
id = "solarcontrol"
req_tech = list("programming" = 2, "powerstorage" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/solar_control
datum/design/prisonmanage
@@ -279,7 +279,7 @@ datum/design/prisonmanage
id = "prisonmanage"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/prisoner
datum/design/mechacontrol
@@ -288,7 +288,7 @@ datum/design/mechacontrol
id = "mechacontrol"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha_control
datum/design/mechapower
@@ -297,7 +297,7 @@ datum/design/mechapower
id = "mechapower"
req_tech = list("programming" = 2, "powerstorage" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mech_bay_power_console
datum/design/rdconsole
@@ -306,7 +306,7 @@ datum/design/rdconsole
id = "rdconsole"
req_tech = list("programming" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/rdconsole
datum/design/ordercomp
@@ -315,7 +315,7 @@ datum/design/ordercomp
id = "ordercomp"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/ordercomp
datum/design/supplycomp
@@ -324,7 +324,7 @@ datum/design/supplycomp
id = "supplycomp"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/supplycomp
datum/design/mining
@@ -333,7 +333,7 @@ datum/design/mining
id = "mining"
req_tech = list("programming" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mining
datum/design/comm_monitor
@@ -342,7 +342,7 @@ datum/design/comm_monitor
id = "comm_monitor"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/comm_monitor
datum/design/comm_server
@@ -351,7 +351,7 @@ datum/design/comm_server
id = "comm_server"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/comm_server
datum/design/message_monitor
@@ -360,7 +360,7 @@ datum/design/message_monitor
id = "message_monitor"
req_tech = list("programming" = 5)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/message_monitor
datum/design/aifixer
@@ -369,7 +369,7 @@ datum/design/aifixer
id = "aifixer"
req_tech = list("programming" = 3, "biotech" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/aifixer
///////////////////////////////////
@@ -381,7 +381,7 @@ datum/design/safeguard_module
id = "safeguard_module"
req_tech = list("programming" = 3, "materials" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$gold" = 100)
materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100)
build_path = /obj/item/weapon/aiModule/supplied/safeguard
datum/design/onehuman_module
@@ -390,7 +390,7 @@ datum/design/onehuman_module
id = "onehuman_module"
req_tech = list("programming" = 4, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$diamond" = 100)
materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100)
build_path = /obj/item/weapon/aiModule/zeroth/oneHuman
datum/design/protectstation_module
@@ -399,7 +399,7 @@ datum/design/protectstation_module
id = "protectstation_module"
req_tech = list("programming" = 3, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$gold" = 100)
materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100)
build_path = /obj/item/weapon/aiModule/supplied/protectStation
/*datum/design/notele_module
@@ -408,7 +408,7 @@ datum/design/protectstation_module
id = "notele_module"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$gold" = 100)
materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100)
build_path = /obj/item/weapon/aiModule/teleporterOffline"*/
datum/design/quarantine_module
@@ -417,7 +417,7 @@ datum/design/quarantine_module
id = "quarantine_module"
req_tech = list("programming" = 3, "biotech" = 2, "materials" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$gold" = 100)
materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100)
build_path = /obj/item/weapon/aiModule/supplied/quarantine
datum/design/oxygen_module
@@ -426,7 +426,7 @@ datum/design/oxygen_module
id = "oxygen_module"
req_tech = list("programming" = 3, "biotech" = 2, "materials" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$gold" = 100)
materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100)
build_path = /obj/item/weapon/aiModule/supplied/oxygen
datum/design/freeform_module
@@ -435,7 +435,7 @@ datum/design/freeform_module
id = "freeform_module"
req_tech = list("programming" = 4, "materials" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$gold" = 100)
materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100)
build_path = /obj/item/weapon/aiModule/supplied/freeform
datum/design/reset_module
@@ -444,7 +444,7 @@ datum/design/reset_module
id = "reset_module"
req_tech = list("programming" = 3, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$gold" = 100)
materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100)
build_path = /obj/item/weapon/aiModule/reset
datum/design/purge_module
@@ -453,7 +453,7 @@ datum/design/purge_module
id = "purge_module"
req_tech = list("programming" = 4, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$diamond" = 100)
materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100)
build_path = /obj/item/weapon/aiModule/reset/purge
datum/design/freeformcore_module
@@ -462,7 +462,7 @@ datum/design/freeformcore_module
id = "freeformcore_module"
req_tech = list("programming" = 4, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$diamond" = 100)
materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100)
build_path = /obj/item/weapon/aiModule/core/freeformcore
datum/design/asimov
@@ -471,7 +471,7 @@ datum/design/asimov
id = "asimov_module"
req_tech = list("programming" = 3, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$diamond" = 100)
materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100)
build_path = /obj/item/weapon/aiModule/core/full/asimov
datum/design/paladin_module
@@ -480,7 +480,7 @@ datum/design/paladin_module
id = "paladin_module"
req_tech = list("programming" = 4, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$diamond" = 100)
materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100)
build_path = /obj/item/weapon/aiModule/core/full/paladin
datum/design/tyrant_module
@@ -489,7 +489,7 @@ datum/design/tyrant_module
id = "tyrant_module"
req_tech = list("programming" = 4, "syndicate" = 2, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$diamond" = 100)
materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100)
build_path = /obj/item/weapon/aiModule/core/full/tyrant
datum/design/corporate_module
@@ -498,7 +498,7 @@ datum/design/corporate_module
id = "corporate_module"
req_tech = list("programming" = 4, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$diamond" = 100)
materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100)
build_path = /obj/item/weapon/aiModule/core/full/corp
datum/design/custom_module
@@ -507,7 +507,7 @@ datum/design/custom_module
id = "custom_module"
req_tech = list("programming" = 4, "materials" = 6)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$diamond" = 100)
materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100)
build_path = /obj/item/weapon/aiModule/core/full/custom
@@ -520,7 +520,7 @@ datum/design/subspace_receiver
id = "s-receiver"
req_tech = list("programming" = 2, "engineering" = 2, "bluespace" = 1)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/telecomms/receiver
datum/design/telecomms_bus
@@ -529,7 +529,7 @@ datum/design/telecomms_bus
id = "s-bus"
req_tech = list("programming" = 2, "engineering" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/telecomms/bus
datum/design/telecomms_hub
@@ -538,7 +538,7 @@ datum/design/telecomms_hub
id = "s-hub"
req_tech = list("programming" = 2, "engineering" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/telecomms/hub
datum/design/telecomms_relay
@@ -547,7 +547,7 @@ datum/design/telecomms_relay
id = "s-relay"
req_tech = list("programming" = 2, "engineering" = 2, "bluespace" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/telecomms/relay
datum/design/telecomms_processor
@@ -556,7 +556,7 @@ datum/design/telecomms_processor
id = "s-processor"
req_tech = list("programming" = 2, "engineering" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/telecomms/processor
datum/design/telecomms_server
@@ -565,7 +565,7 @@ datum/design/telecomms_server
id = "s-server"
req_tech = list("programming" = 2, "engineering" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/telecomms/server
datum/design/subspace_broadcaster
@@ -574,7 +574,7 @@ datum/design/subspace_broadcaster
id = "s-broadcaster"
req_tech = list("programming" = 2, "engineering" = 2, "bluespace" = 1)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/telecomms/broadcaster
///////////////////////////////////
@@ -609,7 +609,7 @@ datum/design/ripley_main
id = "ripley_main"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/ripley/main
datum/design/ripley_peri
@@ -618,7 +618,7 @@ datum/design/ripley_peri
id = "ripley_peri"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/ripley/peripherals
datum/design/odysseus_main
@@ -627,7 +627,7 @@ datum/design/odysseus_main
id = "odysseus_main"
req_tech = list("programming" = 3,"biotech" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/odysseus/main
datum/design/odysseus_peri
@@ -636,7 +636,7 @@ datum/design/odysseus_peri
id = "odysseus_peri"
req_tech = list("programming" = 3,"biotech" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/odysseus/peripherals
datum/design/gygax_main
@@ -645,7 +645,7 @@ datum/design/gygax_main
id = "gygax_main"
req_tech = list("programming" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/gygax/main
datum/design/gygax_peri
@@ -654,7 +654,7 @@ datum/design/gygax_peri
id = "gygax_peri"
req_tech = list("programming" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/gygax/peripherals
datum/design/gygax_targ
@@ -663,7 +663,7 @@ datum/design/gygax_targ
id = "gygax_targ"
req_tech = list("programming" = 4, "combat" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/gygax/targeting
datum/design/durand_main
@@ -672,7 +672,7 @@ datum/design/durand_main
id = "durand_main"
req_tech = list("programming" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/durand/main
datum/design/durand_peri
@@ -681,7 +681,7 @@ datum/design/durand_peri
id = "durand_peri"
req_tech = list("programming" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/durand/peripherals
datum/design/durand_targ
@@ -690,7 +690,7 @@ datum/design/durand_targ
id = "durand_targ"
req_tech = list("programming" = 4, "combat" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/durand/targeting
datum/design/honker_main
@@ -699,7 +699,7 @@ datum/design/honker_main
id = "honker_main"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/honker/main
datum/design/honker_peri
@@ -708,7 +708,7 @@ datum/design/honker_peri
id = "honker_peri"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/honker/peripherals
datum/design/honker_targ
@@ -717,7 +717,7 @@ datum/design/honker_targ
id = "honker_targ"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mecha/honker/targeting
////////////////////////////////////////
@@ -1071,8 +1071,6 @@ datum/design/super_matter_bin
reliability = 75
build_path = /obj/item/weapon/stock_parts/matter_bin/super
datum/design/telesci_gps
name = "GPS Device"
desc = "Little thingie that can track its position at all times."
@@ -1210,7 +1208,7 @@ datum/design/smes
id = "smes"
req_tech = list("programming" = 4, "power" = 5, "engineering" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/smes
datum/design/turbine_computer
@@ -1219,7 +1217,7 @@ datum/design/turbine_computer
id = "power_turbine_console"
req_tech = list("programming" = 4, "power" = 4, "engineering" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/turbine_computer
datum/design/power_compressor
@@ -1228,7 +1226,7 @@ datum/design/power_compressor
id = "power_compressor"
req_tech = list("programming" = 4, "power" = 5, "engineering" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/power_compressor
datum/design/power_turbine
@@ -1237,7 +1235,7 @@ datum/design/power_turbine
id = "power_turbine"
req_tech = list("programming" = 4, "power" = 4, "engineering" = 5)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/power_turbine
datum/design/teleport_station
@@ -1246,7 +1244,7 @@ datum/design/teleport_station
id = "tele_station"
req_tech = list("programming" = 4, "bluespace" = 4, "engineering" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/teleporter_station
datum/design/teleport_hub
@@ -1255,7 +1253,7 @@ datum/design/teleport_hub
id = "tele_hub"
req_tech = list("programming" = 3, "bluespace" = 5, "materials" = 4, "engineering" = 5)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/teleporter_hub
datum/design/telepad
@@ -1264,7 +1262,7 @@ datum/design/telepad
id = "telepad"
req_tech = list("programming" = 4, "bluespace" = 4, "materials" = 3, "engineering" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/telesci_pad
datum/design/sleeper
@@ -1273,7 +1271,7 @@ datum/design/sleeper
id = "sleeper"
req_tech = list("programming" = 3, "biotech" = 2, "materials" = 3, "engineering" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/sleeper
datum/design/cryotube
@@ -1282,7 +1280,7 @@ datum/design/cryotube
id = "cryotube"
req_tech = list("programming" = 4, "biotech" = 3, "engineering" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/cryo_tube
datum/design/thermomachine
@@ -1291,7 +1289,7 @@ datum/design/thermomachine
id = "thermomachine"
req_tech = list("programming" = 3, "plasmatech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/thermomachine
datum/design/biogenerator
@@ -1300,7 +1298,7 @@ datum/design/biogenerator
id = "biogenerator"
req_tech = list("programming" = 3, "biotech" = 2, "materials" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/biogenerator
datum/design/hydroponics
@@ -1309,7 +1307,7 @@ datum/design/hydroponics
id = "hydro_tray"
req_tech = list("programming" = 1, "biotech" = 1)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/hydroponics
datum/design/microwave
@@ -1318,7 +1316,7 @@ datum/design/microwave
id = "microwave"
req_tech = list("programming" = 1)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/microwave
datum/design/chem_dispenser
@@ -1327,7 +1325,7 @@ datum/design/chem_dispenser
id = "chem_dispenser"
req_tech = list("programming" = 4, "biotech" = 3, "engineering" = 4, "materials" = 4, "plasmatech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/chem_dispenser
datum/design/destructive_analyzer
@@ -1336,7 +1334,7 @@ datum/design/destructive_analyzer
id = "destructive_analyzer"
req_tech = list("programming" = 2, "magnets" = 2, "engineering" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/destructive_analyzer
datum/design/protolathe
@@ -1345,7 +1343,7 @@ datum/design/protolathe
id = "protolathe"
req_tech = list("programming" = 2, "engineering" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/protolathe
datum/design/circuit_imprinter
@@ -1354,7 +1352,7 @@ datum/design/circuit_imprinter
id = "circuit_imprinter"
req_tech = list("programming" = 2, "engineering" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/circuit_imprinter
datum/design/autolathe
@@ -1363,7 +1361,7 @@ datum/design/autolathe
id = "autolathe"
req_tech = list("programming" = 2, "engineering" = 2)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/autolathe
datum/design/rdservercontrol
@@ -1372,7 +1370,7 @@ datum/design/rdservercontrol
id = "rdservercontrol"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/rdservercontrol
datum/design/rdserver
@@ -1381,7 +1379,7 @@ datum/design/rdserver
id = "rdserver"
req_tech = list("programming" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/rdserver
datum/design/mechfab
@@ -1390,7 +1388,7 @@ datum/design/mechfab
id = "mechfab"
req_tech = list("programming" = 3, "engineering" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/mechfab
@@ -1400,7 +1398,7 @@ datum/design/cyborgrecharger
id = "cyborgrecharger"
req_tech = list("powerstorage" = 3, "engineering" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/cyborgrecharger
/////////////////////////////////////////
@@ -1414,7 +1412,7 @@ datum/design/pacman
req_tech = list("programming" = 3, "plasmatech" = 3, "powerstorage" = 3, "engineering" = 3)
build_type = IMPRINTER
reliability = 79
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/pacman
datum/design/superpacman
@@ -1424,7 +1422,7 @@ datum/design/superpacman
req_tech = list("programming" = 3, "powerstorage" = 4, "engineering" = 4)
build_type = IMPRINTER
reliability = 76
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/pacman/super
datum/design/mrspacman
@@ -1434,7 +1432,7 @@ datum/design/mrspacman
req_tech = list("programming" = 3, "powerstorage" = 5, "engineering" = 5)
build_type = IMPRINTER
reliability = 74
materials = list("$glass" = 2000, "sacid" = 20)
materials = list("$glass" = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/pacman/mrs
@@ -1468,7 +1466,7 @@ datum/design/mmi
id = "mmi"
req_tech = list("programming" = 2, "biotech" = 3)
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 1000, "$glass" = 500)
materials = list("$metal" = 500, "$glass" = 250)
reliability = 76
build_path = /obj/item/device/mmi
category = "Misc"
@@ -1479,7 +1477,7 @@ datum/design/mmi_radio
id = "mmi_radio"
req_tech = list("programming" = 2, "biotech" = 4)
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 1200, "$glass" = 500)
materials = list("$metal" = 600, "$glass" = 250)
reliability = 74
build_path = /obj/item/device/mmi/radio_enabled
category = "Misc"
@@ -1490,7 +1488,7 @@ datum/design/synthetic_flash
id = "sflash"
req_tech = list("magnets" = 3, "combat" = 2)
build_type = MECHFAB
materials = list("$metal" = 750, "$glass" = 750)
materials = list("$metal" = 400, "$glass" = 400)
reliability = 76
build_path = /obj/item/device/flash/synthetic
category = "Misc"
@@ -1501,7 +1499,7 @@ datum/design/bluespacebeaker
id = "bluespacebeaker"
req_tech = list("bluespace" = 2, "materials" = 6)
build_type = PROTOLATHE
materials = list("$metal" = 3000, "$plasma" = 3000, "$diamond" = 500)
materials = list("$metal" = 1500, "$plasma" = 15000, "$diamond" = 2500)
reliability = 76
build_path = /obj/item/weapon/reagent_containers/glass/beaker/bluespace
category = "Misc"
@@ -1512,7 +1510,7 @@ datum/design/noreactbeaker
id = "splitbeaker"
req_tech = list("materials" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 3000)
materials = list("$metal" = 1500)
reliability = 76
build_path = /obj/item/weapon/reagent_containers/glass/beaker/noreact
category = "Misc"
@@ -1527,7 +1525,7 @@ datum/design/nuclear_gun
id = "nuclear_gun"
req_tech = list("combat" = 3, "materials" = 5, "powerstorage" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 5000, "$glass" = 1000, "$uranium" = 500)
materials = list("$metal" = 5000, "$glass" = 1000, "$uranium" = 20000)
reliability = 76
build_path = /obj/item/weapon/gun/energy/gun/nuclear
locked = 1
@@ -1538,7 +1536,7 @@ datum/design/stunrevolver
id = "stunrevolver"
req_tech = list("combat" = 3, "materials" = 3, "powerstorage" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 4000)
materials = list("$metal" = 10000, "$glass" = 10000)
build_path = /obj/item/weapon/gun/energy/stunrevolver
locked = 1
@@ -1548,7 +1546,7 @@ datum/design/lasercannon
id = "lasercannon"
req_tech = list("combat" = 4, "materials" = 3, "powerstorage" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 10000, "$glass" = 1000, "$diamond" = 2000)
materials = list("$metal" = 10000, "$glass" = 10000, "$diamond" = 10000)
build_path = /obj/item/weapon/gun/energy/lasercannon
locked = 1
@@ -1578,7 +1576,7 @@ datum/design/rapidsyringe
id = "rapidsyringe"
req_tech = list("combat" = 3, "materials" = 3, "engineering" = 3, "biotech" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 5000, "$glass" = 1000)
materials = list("$metal" = 10000, "$glass" = 10000)
build_path = /obj/item/weapon/gun/syringe/rapidsyringe
/*
datum/design/largecrossbow
@@ -1596,7 +1594,7 @@ datum/design/temp_gun
id = "temp_gun"
req_tech = list("combat" = 3, "materials" = 4, "powerstorage" = 3, "magnets" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 5000, "$glass" = 500, "$silver" = 3000)
materials = list("$metal" = 5000, "$glass" = 500, "$silver" = 5000)
build_path = /obj/item/weapon/gun/energy/temperature
locked = 1
@@ -1606,7 +1604,7 @@ datum/design/flora_gun
id = "flora_gun"
req_tech = list("materials" = 2, "biotech" = 3, "powerstorage" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 2000, "$glass" = 500, "radium" = 20)
materials = list("$metal" = 1000, "$glass" = 250, "radium" = 20)
build_path = /obj/item/weapon/gun/energy/floragun
datum/design/large_grenade
@@ -1615,7 +1613,7 @@ datum/design/large_grenade
id = "large_Grenade"
req_tech = list("combat" = 3, "materials" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 3000)
materials = list("$metal" = 1800)
reliability = 79
build_path = /obj/item/weapon/grenade/chem_grenade/large
@@ -1625,7 +1623,7 @@ datum/design/smg
id = "smg"
req_tech = list("combat" = 4, "materials" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 8000, "$silver" = 2000, "$diamond" = 1000)
materials = list("$metal" = 10000, "$silver" = 10000, "$diamond" = 1000)
build_path = /obj/item/weapon/gun/projectile/automatic
locked = 1
@@ -1635,7 +1633,7 @@ datum/design/xray
id = "xray"
req_tech = list("combat" = 6, "materials" = 5, "biotech" = 5, "powerstorage" = 4)
build_type = PROTOLATHE
materials = list("$gold" = 5000,"$uranium" = 10000, "$metal" = 4000)
materials = list("$gold" = 25000,"$uranium" = 50000, "$metal" = 4000)
build_path = /obj/item/weapon/gun/energy/xray
locked = 1
@@ -1645,7 +1643,7 @@ datum/design/ionrifle
id = "ionrifle"
req_tech = list("combat" = 5, "materials" = 4, "magnets" = 4)
build_type = PROTOLATHE
materials = list("$silver" = 4000, "$metal" = 6000, "$uranium" = 1000)
materials = list("$silver" = 20000, "$metal" = 24000, "$uranium" = 5000)
build_path = /obj/item/weapon/gun/energy/ionrifle
locked = 1
@@ -1655,7 +1653,7 @@ datum/design/ammo_9mm
id = "ammo_9mm"
req_tech = list("combat" = 4, "materials" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 3750, "$silver" = 100)
materials = list("$metal" = 2000)
build_path = /obj/item/ammo_box/c9mm
datum/design/mag_smg
@@ -1664,7 +1662,7 @@ datum/design/mag_smg
id = "mag_smg"
req_tech = list("combat" = 4, "materials" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 3750, "$silver" = 100)
materials = list("$metal" = 2000)
build_path = /obj/item/ammo_box/magazine/msmg9mm
datum/design/stunshell
@@ -1673,7 +1671,7 @@ datum/design/stunshell
id = "stunshell"
req_tech = list("combat" = 3, "materials" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 4000)
materials = list("$metal" = 1000)
build_path = /obj/item/ammo_casing/shotgun/stunshell
/////////////////////////////////////////
@@ -1704,7 +1702,7 @@ datum/design/plasmacutter
id = "plasmacutter"
req_tech = list("materials" = 4, "plasmatech" = 3, "engineering" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 1500, "$glass" = 500, "$gold" = 500, "$plasma" = 500)
materials = list("$metal" = 1500, "$glass" = 500, "$plasma" = 500)
reliability = 79
build_path = /obj/item/weapon/pickaxe/plasmacutter
@@ -1723,7 +1721,7 @@ datum/design/drill_diamond
id = "drill_diamond"
req_tech = list("materials" = 6, "powerstorage" = 4, "engineering" = 4)
build_type = PROTOLATHE
materials = list("$metal" = 3000, "$glass" = 1000, "$diamond" = 3750) //Yes, a whole diamond is needed.
materials = list("$metal" = 10000, "$glass" = 10000, "$diamond" = 10000) //Yes, a whole diamond is needed.
reliability = 79
build_path = /obj/item/weapon/pickaxe/diamonddrill
@@ -1746,7 +1744,7 @@ datum/design/bag_holding
id = "bag_holding"
req_tech = list("bluespace" = 4, "materials" = 6)
build_type = PROTOLATHE
materials = list("$gold" = 3000, "$diamond" = 1500, "$uranium" = 250)
materials = list("$gold" = 15000, "$diamond" = 7500, "$uranium" = 1000)
reliability = 80
build_path = /obj/item/weapon/storage/backpack/holding
@@ -1756,7 +1754,7 @@ datum/design/bluespace_crystal
id = "bluespace_crystal"
req_tech = list("bluespace" = 4, "materials" = 6)
build_type = PROTOLATHE
materials = list("$diamond" = 1500, "$plasma" = 1500)
materials = list("$diamond" = 7500, "$plasma" = 7500)
reliability = 100
build_path = /obj/item/bluespace_crystal/artificial
@@ -1838,7 +1836,7 @@ datum/design/welding_mask
id = "weldingmask"
req_tech = list("materials" = 2, "engineering" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 4000, "$glass" = 2000)
materials = list("$metal" = 4000, "$glass" = 1000)
build_path = /obj/item/clothing/mask/gas/welding
datum/design/mesons
@@ -1865,5 +1863,5 @@ datum/design/night_vision_goggles
id = "night_visision_goggles"
req_tech = list("magnets" = 4)
build_type = PROTOLATHE
materials = list("$metal" = 100, "$glass" = 100, "$uranium" = 1000)
build_path = /obj/item/clothing/glasses/night
materials = list("$metal" = 100, "$glass" = 100, "$uranium" = 5000)
build_path = /obj/item/clothing/glasses/night

View File

@@ -92,31 +92,31 @@ Note: Must be placed west/left of and R&D console to function.
if(istype(O, /obj/item/weapon/crowbar))
for(var/obj/item/weapon/reagent_containers/glass/G in component_parts)
reagents.trans_to(G, G.reagents.maximum_volume)
if(m_amount >= 3750)
if(m_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc)
G.amount = round(m_amount / G.perunit)
if(g_amount >= 3750)
if(g_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc)
G.amount = round(g_amount / G.perunit)
if(plasma_amount >= 2000)
if(plasma_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/plasma/G = new /obj/item/stack/sheet/mineral/plasma(src.loc)
G.amount = round(plasma_amount / G.perunit)
if(silver_amount >= 2000)
if(silver_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/silver/G = new /obj/item/stack/sheet/mineral/silver(src.loc)
G.amount = round(silver_amount / G.perunit)
if(gold_amount >= 2000)
if(gold_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/gold/G = new /obj/item/stack/sheet/mineral/gold(src.loc)
G.amount = round(gold_amount / G.perunit)
if(uranium_amount >= 2000)
if(uranium_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/uranium/G = new /obj/item/stack/sheet/mineral/uranium(src.loc)
G.amount = round(uranium_amount / G.perunit)
if(diamond_amount >= 2000)
if(diamond_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/diamond/G = new /obj/item/stack/sheet/mineral/diamond(src.loc)
G.amount = round(diamond_amount / G.perunit)
if(clown_amount >= 2000)
if(clown_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/clown/G = new /obj/item/stack/sheet/mineral/clown(src.loc)
G.amount = round(clown_amount / G.perunit)
if(adamantine_amount >= 2000)
if(adamantine_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/adamantine/G = new /obj/item/stack/sheet/mineral/adamantine(src.loc)
G.amount = round(adamantine_amount / G.perunit)
default_deconstruction_crowbar(O)
@@ -169,23 +169,23 @@ Note: Must be placed west/left of and R&D console to function.
user << "\blue You add [amount] sheets to the [src.name]."
icon_state = "protolathe"
if(istype(stack, /obj/item/stack/sheet/metal))
m_amount += amount * 3750
m_amount += amount * MINERAL_MATERIAL_AMOUNT
else if(istype(stack, /obj/item/stack/sheet/glass))
g_amount += amount * 3750
g_amount += amount * MINERAL_MATERIAL_AMOUNT
else if(istype(stack, /obj/item/stack/sheet/mineral/gold))
gold_amount += amount * 2000
gold_amount += amount * MINERAL_MATERIAL_AMOUNT
else if(istype(stack, /obj/item/stack/sheet/mineral/silver))
silver_amount += amount * 2000
silver_amount += amount * MINERAL_MATERIAL_AMOUNT
else if(istype(stack, /obj/item/stack/sheet/mineral/plasma))
plasma_amount += amount * 2000
plasma_amount += amount * MINERAL_MATERIAL_AMOUNT
else if(istype(stack, /obj/item/stack/sheet/mineral/uranium))
uranium_amount += amount * 2000
uranium_amount += amount * MINERAL_MATERIAL_AMOUNT
else if(istype(stack, /obj/item/stack/sheet/mineral/diamond))
diamond_amount += amount * 2000
diamond_amount += amount * MINERAL_MATERIAL_AMOUNT
else if(istype(stack, /obj/item/stack/sheet/mineral/clown))
clown_amount += amount * 2000
clown_amount += amount * MINERAL_MATERIAL_AMOUNT
else if(istype(stack, /obj/item/stack/sheet/mineral/adamantine))
adamantine_amount += amount * 2000
adamantine_amount += amount * MINERAL_MATERIAL_AMOUNT
stack.use(amount)
busy = 0
src.updateUsrDialog()

View File

@@ -3,8 +3,8 @@
desc = "Retracts stuff."
icon = 'icons/obj/surgery.dmi'
icon_state = "retractor"
m_amt = 10000
g_amt = 5000
m_amt = 6000
g_amt = 3000
flags = CONDUCT
w_class = 1.0
origin_tech = "materials=1;biotech=1"
@@ -28,8 +28,8 @@
desc = "This stops bleeding."
icon = 'icons/obj/surgery.dmi'
icon_state = "cautery"
m_amt = 5000
g_amt = 2500
m_amt = 2500
g_amt = 750
flags = CONDUCT
w_class = 1.0
origin_tech = "materials=1;biotech=1"
@@ -42,8 +42,8 @@
icon = 'icons/obj/surgery.dmi'
icon_state = "drill"
hitsound = 'sound/weapons/circsawhit.ogg'
m_amt = 15000
g_amt = 10000
m_amt = 10000
g_amt = 6000
flags = CONDUCT
force = 15.0
w_class = 3.0
@@ -67,8 +67,8 @@
throwforce = 5.0
throw_speed = 3
throw_range = 5
m_amt = 10000
g_amt = 5000
m_amt = 4000
g_amt = 1000
origin_tech = "materials=1;biotech=1"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
@@ -93,8 +93,8 @@
throwforce = 9.0
throw_speed = 2
throw_range = 5
m_amt = 20000
g_amt = 10000
m_amt = 10000
g_amt = 6000
origin_tech = "materials=1;biotech=1"
attack_verb = list("attacked", "slashed", "sawed", "cut")