///Has no special properties. /datum/material/iron name = "iron" desc = "Common iron ore often found in sedimentary and igneous layers of the crust." color = "#878687" categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/metal value_per_unit = 0.0025 ///Breaks extremely easily but is transparent. /datum/material/glass name = "glass" desc = "Glass forged by melting sand." color = "#88cdf1" alpha = 150 categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) integrity_modifier = 0.1 sheet_type = /obj/item/stack/sheet/glass value_per_unit = 0.0025 beauty_modifier = 0.05 armor_modifiers = list("melee" = 0.2, "bullet" = 0.2, "laser" = 0, "energy" = 1, "bomb" = 0, "bio" = 0.2, "rad" = 0.2, "fire" = 1, "acid" = 0.2) // yeah ok /* Color matrices are like regular colors but unlike with normal colors, you can go over 255 on a channel. Unless you know what you're doing, only use the first three numbers. They're in RGB order. */ ///Has no special properties. Could be good against vampires in the future perhaps. /datum/material/silver name = "silver" desc = "Silver" color = list(255/255, 284/255, 302/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/mineral/silver value_per_unit = 0.025 beauty_modifier = 0.075 ///Slight force increase /datum/material/gold name = "gold" desc = "Gold" color = list(340/255, 240/255, 50/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //gold is shiny, but not as bright as bananium strength_modifier = 1.2 categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/mineral/gold value_per_unit = 0.0625 beauty_modifier = 0.15 armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 1.15, "energy" = 1.15, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1.1) ///Has no special properties /datum/material/diamond name = "diamond" desc = "Highly pressurized carbon" color = list(48/255, 272/255, 301/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) alpha = 132 categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/mineral/diamond value_per_unit = 0.25 beauty_modifier = 0.3 armor_modifiers = list("melee" = 1.3, "bullet" = 1.3, "laser" = 0.6, "energy" = 1, "bomb" = 1.2, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1) ///Is slightly radioactive /datum/material/uranium name = "uranium" desc = "Uranium" color = rgb(48, 237, 26) categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/mineral/uranium value_per_unit = 0.05 beauty_modifier = 0.3 //It shines so beautiful armor_modifiers = list("melee" = 1.5, "bullet" = 1.4, "laser" = 0.5, "energy" = 0.5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 1, "acid" = 1) /datum/material/uranium/on_applied(atom/source, amount, material_flags) . = ..() source.AddComponent(/datum/component/radioactive, amount / 60, source, 0) //half-life of 0 because we keep on going. /datum/material/uranium/on_removed(atom/source, material_flags) . = ..() qdel(source.GetComponent(/datum/component/radioactive)) ///Adds firestacks on hit (Still needs support to turn into gas on destruction) /datum/material/plasma name = "plasma" desc = "Isn't plasma a state of matter? Oh whatever." color = list(298/255, 46/255, 352/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/mineral/plasma value_per_unit = 0.1 beauty_modifier = 0.15 armor_modifiers = list("melee" = 1.4, "bullet" = 0.7, "laser" = 0, "energy" = 1.2, "bomb" = 0, "bio" = 1.2, "rad" = 1, "fire" = 0, "acid" = 0.5) /datum/material/plasma/on_applied(atom/source, amount, material_flags) . = ..() if(ismovable(source)) source.AddElement(/datum/element/firestacker, amount=1) source.AddComponent(/datum/component/explodable, 0, 0, amount / 2500, amount / 1250) /datum/material/plasma/on_removed(atom/source, material_flags) . = ..() source.RemoveElement(/datum/element/firestacker, amount=1) qdel(source.GetComponent(/datum/component/explodable)) ///Can cause bluespace effects on use. (Teleportation) (Not yet implemented) /datum/material/bluespace name = "bluespace crystal" desc = "Crystals with bluespace properties" color = list(119/255, 217/255, 396/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) alpha = 200 categories = list(MAT_CATEGORY_ORE = TRUE) beauty_modifier = 0.5 sheet_type = /obj/item/stack/sheet/bluespace_crystal value_per_unit = 0.15 ///Honks and slips /datum/material/bananium name = "bananium" desc = "Material with hilarious properties" color = list(460/255, 464/255, 0, 0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //obnoxiously bright yellow categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/mineral/bananium value_per_unit = 0.5 beauty_modifier = 0.5 armor_modifiers = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) //Clowns cant be blown away /datum/material/bananium/on_applied(atom/source, amount, material_flags) . = ..() source.AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50) source.AddComponent(/datum/component/slippery, min(amount / 10, 80)) /datum/material/bananium/on_removed(atom/source, amount, material_flags) . = ..() qdel(source.GetComponent(/datum/component/slippery)) qdel(source.GetComponent(/datum/component/squeak)) ///Mediocre force increase /datum/material/titanium name = "titanium" desc = "Titanium" color = "#b3c0c7" strength_modifier = 1.3 categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/mineral/titanium value_per_unit = 0.0625 beauty_modifier = 0.05 armor_modifiers = list("melee" = 1.35, "bullet" = 1.3, "laser" = 1.3, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1) /datum/material/runite name = "runite" desc = "Runite" color = "#3F9995" strength_modifier = 1.3 categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/mineral/runite beauty_modifier = 0.5 armor_modifiers = list("melee" = 1.35, "bullet" = 2, "laser" = 0.5, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 1.4, "acid" = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle. ///Force decrease /datum/material/plastic name = "plastic" desc = "Plastic" color = "#caccd9" strength_modifier = 0.85 sheet_type = /obj/item/stack/sheet/plastic value_per_unit = 0.0125 beauty_modifier = -0.01 armor_modifiers = list("melee" = 1.5, "bullet" = 1.1, "laser" = 0.3, "energy" = 0.5, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1.1, "acid" = 1) ///Force decrease and mushy sound effect. (Not yet implemented) /datum/material/biomass name = "biomass" desc = "Organic matter" color = "#735b4d" strength_modifier = 0.8 value_per_unit = 0.025 /datum/material/wood name = "wood" desc = "Flexible, durable, but flamable. Hard to come across in space." color = "#bb8e53" strength_modifier = 0.5 sheet_type = /obj/item/stack/sheet/mineral/wood categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) value_per_unit = 0.06 beauty_modifier = 0.1 armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 0.4, "energy" = 0.4, "bomb" = 1, "bio" = 0.2, "rad" = 0, "fire" = 0, "acid" = 0.3) /datum/material/wood/on_applied_obj(obj/source, amount, material_flags) . = ..() if(material_flags & MATERIAL_AFFECT_STATISTICS) var/obj/wooden = source wooden.resistance_flags |= FLAMMABLE /datum/material/wood/on_removed_obj(obj/source, material_flags) . = ..() if(material_flags & MATERIAL_AFFECT_STATISTICS) var/obj/wooden = source wooden.resistance_flags &= ~FLAMMABLE ///Stronk force increase /datum/material/adamantine name = "adamantine" desc = "A powerful material made out of magic, I mean science!" color = "#6d7e8e" strength_modifier = 1.5 categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/mineral/adamantine value_per_unit = 0.25 beauty_modifier = 0.4 armor_modifiers = list("melee" = 1.5, "bullet" = 1.5, "laser" = 1.3, "energy" = 1.3, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 2.5, "acid" = 1) ///RPG Magic. (Admin only) /datum/material/mythril name = "mythril" desc = "How this even exists is byond me" color = "#f2d5d7" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/mineral/mythril value_per_unit = 0.75 beauty_modifier = 0.5 armor_modifiers = list("melee" = 2, "bullet" = 2, "laser" = 2, "energy" = 2, "bomb" = 2, "bio" = 2, "rad" = 2, "fire" = 2, "acid" = 2) /datum/material/mythril/on_applied_obj(atom/source, amount, material_flags) . = ..() if(istype(source, /obj/item)) source.AddComponent(/datum/component/fantasy) /datum/material/mythril/on_removed_obj(atom/source, material_flags) . = ..() if(istype(source, /obj/item)) qdel(source.GetComponent(/datum/component/fantasy)) //I don't like sand. It's coarse, and rough, and irritating, and it gets everywhere. /datum/material/sand name = "sand" desc = "You know, it's amazing just how structurally sound sand can be." color = "#EDC9AF" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/sandblock value_per_unit = 0.001 strength_modifier = 0.5 integrity_modifier = 0.1 armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 1.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5) beauty_modifier = 0.25 turf_sound_override = FOOTSTEP_SAND texture_layer_icon_state = "sand" //And now for our lavaland dwelling friends, sand, but in stone form! Truly revolutionary. /datum/material/sandstone name = "sandstone" desc = "Bialtaakid 'ant taerif ma hdha." color = "#B77D31" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/mineral/sandstone value_per_unit = 0.0025 armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 1.25, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5) beauty_modifier = 0.3 turf_sound_override = FOOTSTEP_WOOD texture_layer_icon_state = "brick" /datum/material/snow name = "snow" desc = "There's no business like snow business." color = "#FFFFFF" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/mineral/snow value_per_unit = 0.0025 armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0.25, "acid" = 1.5) beauty_modifier = 0.3 turf_sound_override = FOOTSTEP_SAND texture_layer_icon_state = "sand" /datum/material/runedmetal name = "runed metal" desc = "Mir'ntrath barhah Nar'sie." color = "#3C3434" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/runed_metal value_per_unit = 0.75 armor_modifiers = list("melee" = 1.2, "bullet" = 1.2, "laser" = 1, "energy" = 1, "bomb" = 1.2, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5) beauty_modifier = -0.15 texture_layer_icon_state = "runed" /datum/material/bronze name = "bronze" desc = "Clock Cult? Never heard of it." color = "#92661A" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/bronze value_per_unit = 0.025 armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5) beauty_modifier = 0.2 /datum/material/paper name = "paper" desc = "Ten thousand folds of pure starchy power." color = "#E5DCD5" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/paperframes value_per_unit = 0.0025 armor_modifiers = list("melee" = 0.1, "bullet" = 0.1, "laser" = 0.1, "energy" = 0.1, "bomb" = 0.1, "bio" = 0.1, "rad" = 1.5, "fire" = 0, "acid" = 1.5) beauty_modifier = 0.3 turf_sound_override = FOOTSTEP_SAND texture_layer_icon_state = "paper" /datum/material/paper/on_applied_obj(obj/source, amount, material_flags) . = ..() if(material_flags & MATERIAL_AFFECT_STATISTICS) var/obj/paper = source paper.resistance_flags |= FLAMMABLE paper.obj_flags |= UNIQUE_RENAME /datum/material/paper/on_removed_obj(obj/source, material_flags) if(material_flags & MATERIAL_AFFECT_STATISTICS) var/obj/paper = source paper.resistance_flags &= ~FLAMMABLE return ..() /datum/material/cardboard name = "cardboard" desc = "They say cardboard is used by hobos to make incredible things." color = "#5F625C" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/cardboard value_per_unit = 0.003 armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0, "acid" = 1.5) beauty_modifier = -0.1 /datum/material/cardboard/on_applied_obj(obj/source, amount, material_flags) . = ..() if(material_flags & MATERIAL_AFFECT_STATISTICS) var/obj/cardboard = source cardboard.resistance_flags |= FLAMMABLE cardboard.obj_flags |= UNIQUE_RENAME /datum/material/cardboard/on_removed_obj(obj/source, material_flags) if(material_flags & MATERIAL_AFFECT_STATISTICS) var/obj/cardboard = source cardboard.resistance_flags &= ~FLAMMABLE return ..() /datum/material/bone name = "bone" desc = "Man, building with this will make you the coolest caveman on the block." color = "#e3dac9" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/bone value_per_unit = 0.05 armor_modifiers = list("melee" = 1.2, "bullet" = 0.75, "laser" = 0.75, "energy" = 1.2, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5) beauty_modifier = -0.2 /datum/material/bamboo name = "bamboo" desc = "If it's good enough for pandas, it's good enough for you." color = "#339933" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/mineral/bamboo value_per_unit = 0.0025 armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 0.5, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.51, "rad" = 1.5, "fire" = 0.5, "acid" = 1.5) beauty_modifier = 0.2 turf_sound_override = FOOTSTEP_WOOD texture_layer_icon_state = "bamboo"