//If you're looking for spawners like ash walker eggs, check ghost_role_spawners.dm /obj/machinery/lavaland_controller name = "weather control machine" desc = "Controls the weather." icon = 'icons/obj/machines/telecomms.dmi' icon_state = "processor" var/datum/weather/ongoing_weather = FALSE var/weather_cooldown = 0 /obj/machinery/lavaland_controller/process() if(ongoing_weather || weather_cooldown > world.time) return weather_cooldown = world.time + rand(3500, 6500) var/datum/weather/ash_storm/LAVA if(prob(10)) //10% chance for the ash storm to miss the area entirely LAVA = new /datum/weather/ash_storm/false_alarm else LAVA = new /datum/weather/ash_storm ongoing_weather = LAVA LAVA.weather_start_up() ongoing_weather = null /obj/machinery/lavaland_controller/Destroy(force) if(force) . = ..() else return QDEL_HINT_LETMELIVE /obj/structure/fans/tiny/invisible //For blocking air in ruin doorways invisibility = INVISIBILITY_ABSTRACT //lavaland_surface_seed_vault.dmm //Seed Vault /obj/effect/spawner/lootdrop/seed_vault name = "seed vault seeds" lootcount = 1 loot = list(/obj/item/seeds/gatfruit = 10, /obj/item/seeds/cherry = 15, /obj/item/seeds/berry/glow = 10, /obj/item/seeds/sunflower/moonflower = 8 ) //Free Golems /obj/item/weapon/disk/design_disk/golem_shell name = "Golem Creation Disk" desc = "A gift from the Liberator." icon_state = "datadisk1" /obj/item/weapon/disk/design_disk/golem_shell/New() ..() var/datum/design/golem_shell/G = new blueprint = G /datum/design/golem_shell name = "Golem Shell Construction" desc = "Allows for the construction of a Golem Shell." id = "golem" req_tech = list("materials" = 12) build_type = AUTOLATHE materials = list(MAT_METAL = 40000) build_path = /obj/item/golem_shell category = list("Imported") /obj/item/golem_shell name = "incomplete golem shell" icon = 'icons/obj/wizard.dmi' icon_state = "construct" desc = "The incomplete body of a golem. Add ten sheets of any mineral to finish." /obj/item/golem_shell/attackby(obj/item/I, mob/user, params) ..() var/species if(istype(I, /obj/item/stack/sheet)) var/obj/item/stack/sheet/O = I if(istype(O, /obj/item/stack/sheet/metal)) species = /datum/species/golem if(istype(O, /obj/item/stack/sheet/mineral/plasma)) species = /datum/species/golem/plasma if(istype(O, /obj/item/stack/sheet/mineral/diamond)) species = /datum/species/golem/diamond if(istype(O, /obj/item/stack/sheet/mineral/gold)) species = /datum/species/golem/gold if(istype(O, /obj/item/stack/sheet/mineral/silver)) species = /datum/species/golem/silver if(istype(O, /obj/item/stack/sheet/mineral/uranium)) species = /datum/species/golem/uranium if(species) if(O.use(10)) user << "You finish up the golem shell with ten sheets of [O]." var/obj/effect/mob_spawn/human/golem/G = new(get_turf(src)) G.mob_species = species qdel(src) else user << "You need at least ten sheets to finish a golem." else user << "You can't build a golem out of this kind of material."