diff --git a/code/__DEFINES/atom_hud.dm b/code/__DEFINES/atom_hud.dm index 94c94521deea..d76512095766 100644 --- a/code/__DEFINES/atom_hud.dm +++ b/code/__DEFINES/atom_hud.dm @@ -46,10 +46,12 @@ /// Mech camera HUD #define DIAG_CAMERA_HUD "22" +//monkestation edit start #define NANITE_HUD "23" #define DIAG_NANITE_FULL_HUD "24" // for gun permit #define PERMIT_HUD "25" +//monkestation edit end //by default everything in the hud_list of an atom is an image //a value in hud_list with one of these will change that behavior @@ -67,7 +69,7 @@ #define DATA_HUD_SENTIENT_DISEASE 8 #define DATA_HUD_AI_DETECT 9 #define DATA_HUD_FAN 10 -#define DATA_HUD_PERMIT 11 +#define DATA_HUD_PERMIT 11 //monkestation edit // Notification action types #define NOTIFY_JUMP "jump" diff --git a/code/__DEFINES/construction.dm b/code/__DEFINES/construction.dm index a758506ced4d..283bcba679f7 100644 --- a/code/__DEFINES/construction.dm +++ b/code/__DEFINES/construction.dm @@ -73,8 +73,14 @@ //windows affected by Nar'Sie turn this color. #define NARSIE_WINDOW_COLOUR "#7D1919" -//The amount of materials you get from a sheet of mineral like iron/diamond/glass etc -#define MINERAL_MATERIAL_AMOUNT 2000 +// Defines related to the custom materials used on objects. +///The amount of materials you get from a sheet of mineral like iron/diamond/glass etc. 100 Units. +#define SHEET_MATERIAL_AMOUNT 2000 +///The amount of materials you get from half a sheet. Used in standard object quantities. 50 units. +#define HALF_SHEET_MATERIAL_AMOUNT (SHEET_MATERIAL_AMOUNT/2) +///The amount of materials used in the smallest of objects, like pens and screwdrivers. 10 units. +#define SMALL_MATERIAL_AMOUNT (HALF_SHEET_MATERIAL_AMOUNT/5) + //The maximum size of a stack object. #define MAX_STACK_SIZE 50 //maximum amount of cable in a coil diff --git a/code/__DEFINES/inventory.dm b/code/__DEFINES/inventory.dm index b34fc1e5b16d..c1cc99efbc57 100644 --- a/code/__DEFINES/inventory.dm +++ b/code/__DEFINES/inventory.dm @@ -172,6 +172,7 @@ GLOBAL_LIST_INIT(detective_vest_allowed, list( /obj/item/flashlight, /obj/item/gun/ballistic, /obj/item/gun/energy, + /obj/item/gun/microfusion, //monkestation edit /obj/item/lighter, /obj/item/melee/baton, /obj/item/reagent_containers/spray/pepper, @@ -191,6 +192,7 @@ GLOBAL_LIST_INIT(security_vest_allowed, list( /obj/item/flashlight, /obj/item/gun/ballistic, /obj/item/gun/energy, + /obj/item/gun/microfusion, //monkestation edit /obj/item/knife/combat, /obj/item/melee/baton, /obj/item/reagent_containers/spray/pepper, @@ -208,6 +210,7 @@ GLOBAL_LIST_INIT(security_wintercoat_allowed, list( /obj/item/ammo_casing, /obj/item/gun/ballistic, /obj/item/gun/energy, + /obj/item/gun/microfusion, //monkestation edit /obj/item/melee/baton, /obj/item/reagent_containers/spray/pepper, /obj/item/restraints/handcuffs, diff --git a/code/__DEFINES/materials.dm b/code/__DEFINES/materials.dm index 727b42561961..6ffcc733928a 100644 --- a/code/__DEFINES/materials.dm +++ b/code/__DEFINES/materials.dm @@ -64,7 +64,7 @@ // Slowdown values. -/// The slowdown value of one [MINERAL_MATERIAL_AMOUNT] of plasteel. +/// The slowdown value of one [SHEET_MATERIAL_AMOUNT] of plasteel. #define MATERIAL_SLOWDOWN_PLASTEEL (0.05) -/// The slowdown value of one [MINERAL_MATERIAL_AMOUNT] of alien alloy. +/// The slowdown value of one [SHEET_MATERIAL_AMOUNT] of alien alloy. #define MATERIAL_SLOWDOWN_ALIEN_ALLOY (0.1) diff --git a/code/__DEFINES/~monkestation/microfusion.dm b/code/__DEFINES/~monkestation/microfusion.dm new file mode 100644 index 000000000000..52fd31f78775 --- /dev/null +++ b/code/__DEFINES/~monkestation/microfusion.dm @@ -0,0 +1,55 @@ +/// The amount of cell charge drained during a drain failure. +#define MICROFUSION_CELL_DRAIN_FAILURE 500 +/// The heavy EMP range for when a cell suffers an EMP failure. +#define MICROFUSION_CELL_EMP_HEAVY_FAILURE 2 +/// The light EMP range for when a cell suffers an EMP failure. +#define MICROFUSION_CELL_EMP_LIGHT_FAILURE 4 +/// The radiation range for when a cell suffers a radiation failure. +#define MICROFUSION_CELL_RADIATION_RANGE_FAILURE 1 + +/// The lower most time for a microfusion cell meltdown. +#define MICROFUSION_CELL_FAILURE_LOWER (10 SECONDS) +/// The upper most time for a microfusion cell meltdown. +#define MICROFUSION_CELL_FAILURE_UPPER (15 SECONDS) + +/// A charge drain failure. +#define MICROFUSION_CELL_FAILURE_TYPE_CHARGE_DRAIN 1 +/// A small explosion failure. +#define MICROFUSION_CELL_FAILURE_TYPE_EXPLOSION 2 +/// EMP failure. +#define MICROFUSION_CELL_FAILURE_TYPE_EMP 3 +/// Radiation failure. +#define MICROFUSION_CELL_FAILURE_TYPE_RADIATION 4 + +/// Returned when the phase emtiter process is successful. +#define SHOT_SUCCESS "success" +/// Returned when a gun is fired but there is no phase emitter. +#define SHOT_FAILURE_NO_EMITTER "no phase emitter!" + +/// The error message returned when the phase emitter is processed but damaged. +#define PHASE_FAILURE_DAMAGED "PHASE EMITTER: Emitter damaged!" +/// The error message returned when the phase emitter has reached it's htermal throttle. +#define PHASE_FAILURE_THROTTLE "PHASE EMITTER: Thermal throttle active!" + +/// The heat dissipation bonus of an emitter being in space! +#define PHASE_HEAT_DISSIPATION_BONUS_SPACE 30 +/// The heat dissipation bonus of an emitter being in air! +#define PHASE_HEAT_DISSIPATION_BONUS_AIR 10 + +// Slot defines for the gun. +/// The gun barrel slot. +#define GUN_SLOT_BARREL "barrel" +/// The gun underbarrel slot. +#define GUN_SLOT_UNDERBARREL "underbarrel" +/// The gun rail slot. +#define GUN_SLOT_RAIL "rail" +/// Unique slots, can hold as many as you want. +#define GUN_SLOT_UNIQUE "unique" +/// Camo slot. Because why would you put four overlapping camos on your gun? +#define GUN_SLOT_CAMO "camo" + +/// Max name size for changing names +#define GUN_MAX_NAME_CHARS 20 +/// Min name size for changing names +#define GUN_MIN_NAME_CHARS 3 + diff --git a/code/datums/components/crafting/guncrafting.dm b/code/datums/components/crafting/guncrafting.dm index b0aa310bbd9e..0a42b2edd84f 100644 --- a/code/datums/components/crafting/guncrafting.dm +++ b/code/datums/components/crafting/guncrafting.dm @@ -11,7 +11,7 @@ /obj/item/weaponcrafting/stock name = "rifle stock" desc = "A classic rifle stock that doubles as a grip, roughly carved out of wood." - custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 6) + custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 6) resistance_flags = FLAMMABLE icon = 'icons/obj/weapons/improvised.dmi' icon_state = "riflestock" diff --git a/code/datums/components/grillable.dm b/code/datums/components/grillable.dm index 3d90d64a8d16..2e299bd4b069 100644 --- a/code/datums/components/grillable.dm +++ b/code/datums/components/grillable.dm @@ -13,7 +13,7 @@ /// REF() to the mind which placed us on the griddle var/who_placed_us - /// What type of pollutant we spread around as we are grilleed, can be none // SKYRAT EDIT ADDITION + /// What type of pollutant we spread around as we are grilleed, can be none // MONKESTATION EDIT ADDITION var/pollutant_type /datum/component/grillable/Initialize(cook_result, required_cook_time, positive_result, use_large_steam_sprite, pollutant_type) diff --git a/code/datums/components/material_container.dm b/code/datums/components/material_container.dm index b3731da98d48..b30cf8b8e2e2 100644 --- a/code/datums/components/material_container.dm +++ b/code/datums/components/material_container.dm @@ -2,7 +2,7 @@ This datum should be used for handling mineral contents of machines and whatever else is supposed to hold minerals and make use of them. Variables: - amount - raw amount of the mineral this container is holding, calculated by the defined value MINERAL_MATERIAL_AMOUNT=2000. + amount - raw amount of the mineral this container is holding, calculated by the defined value SHEET_MATERIAL_AMOUNT=SHEET_MATERIAL_AMOUNT. max_amount - max raw amount of mineral this container can hold. sheet_type - type of the mineral sheet the container handles, used for output. parent - object that this container is being used by, used for output. @@ -295,7 +295,7 @@ return (max_amount - total_amount) -/// For consuming a dictionary of materials. mats is the map of materials to use and the corresponding amounts, example: list(M/datum/material/glass =100, datum/material/iron=200) +/// For consuming a dictionary of materials. mats is the map of materials to use and the corresponding amounts, example: list(M/datum/material/glass =100, datum/material/iron=SMALL_MATERIAL_AMOUNT * 2) /datum/component/material_container/proc/use_materials(list/mats, multiplier=1) if(!mats || !length(mats)) return FALSE @@ -333,18 +333,18 @@ if(!target) var/atom/parent_atom = parent target = parent_atom.drop_location() - if(materials[M] < (sheet_amt * MINERAL_MATERIAL_AMOUNT)) - sheet_amt = round(materials[M] / MINERAL_MATERIAL_AMOUNT) + if(materials[M] < (sheet_amt * SHEET_MATERIAL_AMOUNT)) + sheet_amt = round(materials[M] / SHEET_MATERIAL_AMOUNT) var/count = 0 while(sheet_amt > MAX_STACK_SIZE) - new M.sheet_type(target, MAX_STACK_SIZE, null, list((M) = MINERAL_MATERIAL_AMOUNT)) + new M.sheet_type(target, MAX_STACK_SIZE, null, list((M) = SHEET_MATERIAL_AMOUNT)) count += MAX_STACK_SIZE - use_amount_mat(sheet_amt * MINERAL_MATERIAL_AMOUNT, M) + use_amount_mat(sheet_amt * SHEET_MATERIAL_AMOUNT, M) sheet_amt -= MAX_STACK_SIZE if(sheet_amt >= 1) - new M.sheet_type(target, sheet_amt, null, list((M) = MINERAL_MATERIAL_AMOUNT)) + new M.sheet_type(target, sheet_amt, null, list((M) = SHEET_MATERIAL_AMOUNT)) count += sheet_amt - use_amount_mat(sheet_amt * MINERAL_MATERIAL_AMOUNT, M) + use_amount_mat(sheet_amt * SHEET_MATERIAL_AMOUNT, M) return count @@ -410,14 +410,14 @@ /// Turns a material amount into the amount of sheets it should output /datum/component/material_container/proc/amount2sheet(amt) - if(amt >= MINERAL_MATERIAL_AMOUNT) - return round(amt / MINERAL_MATERIAL_AMOUNT) + if(amt >= SHEET_MATERIAL_AMOUNT) + return round(amt / SHEET_MATERIAL_AMOUNT) return FALSE /// Turns an amount of sheets into the amount of material amount it should output /datum/component/material_container/proc/sheet2amount(sheet_amt) if(sheet_amt > 0) - return sheet_amt * MINERAL_MATERIAL_AMOUNT + return sheet_amt * SHEET_MATERIAL_AMOUNT return FALSE @@ -450,8 +450,8 @@ "name" = material.name, "ref" = REF(material), "amount" = amount, - "sheets" = round(amount / MINERAL_MATERIAL_AMOUNT), - "removable" = amount >= MINERAL_MATERIAL_AMOUNT, + "sheets" = round(amount / SHEET_MATERIAL_AMOUNT), + "removable" = amount >= SHEET_MATERIAL_AMOUNT, "color" = material.greyscale_colors )) diff --git a/code/datums/holocall.dm b/code/datums/holocall.dm index e7b48e82b8fe..78ec5f133066 100644 --- a/code/datums/holocall.dm +++ b/code/datums/holocall.dm @@ -223,7 +223,7 @@ desc = "Stores recorder holocalls." icon_state = "holodisk" obj_flags = UNIQUE_RENAME - custom_materials = list(/datum/material/iron = 100, /datum/material/glass = 100) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT) var/datum/holorecord/record //Preset variables var/preset_image_type diff --git a/code/datums/hud.dm b/code/datums/hud.dm index 39698510962a..656bd57193f5 100644 --- a/code/datums/hud.dm +++ b/code/datums/hud.dm @@ -18,7 +18,7 @@ GLOBAL_LIST_INIT(huds, list( DATA_HUD_SENTIENT_DISEASE = new/datum/atom_hud/sentient_disease(), DATA_HUD_AI_DETECT = new/datum/atom_hud/ai_detector(), DATA_HUD_FAN = new/datum/atom_hud/data/human/fan_hud(), - DATA_HUD_PERMIT = new/datum/atom_hud/data/human/permit() + DATA_HUD_PERMIT = new/datum/atom_hud/data/human/permit(), //monkestation edit )) /datum/atom_hud diff --git a/code/datums/materials/alloys.dm b/code/datums/materials/alloys.dm index 2fdaad45089d..af208fdc5a4d 100644 --- a/code/datums/materials/alloys.dm +++ b/code/datums/materials/alloys.dm @@ -46,7 +46,7 @@ if(!istype(target_item)) return - target_item.slowdown += MATERIAL_SLOWDOWN_PLASTEEL * amount / MINERAL_MATERIAL_AMOUNT + target_item.slowdown += MATERIAL_SLOWDOWN_PLASTEEL * amount / SHEET_MATERIAL_AMOUNT /datum/material/alloy/plasteel/on_removed_obj(obj/item/target_item, amount, material_flags) . = ..() @@ -54,7 +54,7 @@ if(!istype(target_item)) return - target_item.slowdown -= MATERIAL_SLOWDOWN_PLASTEEL * amount / MINERAL_MATERIAL_AMOUNT + target_item.slowdown -= MATERIAL_SLOWDOWN_PLASTEEL * amount / SHEET_MATERIAL_AMOUNT /** Plastitanium * @@ -163,7 +163,7 @@ if(!istype(target_item)) return - target_item.slowdown += MATERIAL_SLOWDOWN_ALIEN_ALLOY * amount / MINERAL_MATERIAL_AMOUNT + target_item.slowdown += MATERIAL_SLOWDOWN_ALIEN_ALLOY * amount / SHEET_MATERIAL_AMOUNT /datum/material/alloy/alien/on_removed_obj(obj/item/target_item, amount, material_flags) . = ..() @@ -172,4 +172,4 @@ if(!istype(target_item)) return - target_item.slowdown -= MATERIAL_SLOWDOWN_ALIEN_ALLOY * amount / MINERAL_MATERIAL_AMOUNT + target_item.slowdown -= MATERIAL_SLOWDOWN_ALIEN_ALLOY * amount / SHEET_MATERIAL_AMOUNT diff --git a/code/datums/materials/meat.dm b/code/datums/materials/meat.dm index b1eae19ee626..162f0f2643e8 100644 --- a/code/datums/materials/meat.dm +++ b/code/datums/materials/meat.dm @@ -28,8 +28,8 @@ make_edible(T, amount, material_flags) /datum/material/meat/proc/make_edible(atom/source, amount, material_flags) - var/nutriment_count = 3 * (amount / MINERAL_MATERIAL_AMOUNT) - var/oil_count = 2 * (amount / MINERAL_MATERIAL_AMOUNT) + var/nutriment_count = 3 * (amount / SHEET_MATERIAL_AMOUNT) + var/oil_count = 2 * (amount / SHEET_MATERIAL_AMOUNT) source.AddComponent(/datum/component/edible, \ initial_reagents = list(/datum/reagent/consumable/nutriment = nutriment_count, /datum/reagent/consumable/cooking_oil = oil_count), \ foodtypes = RAW | MEAT | GROSS, \ diff --git a/code/datums/materials/pizza.dm b/code/datums/materials/pizza.dm index 054eb1c0080b..6a7c4a6922a1 100644 --- a/code/datums/materials/pizza.dm +++ b/code/datums/materials/pizza.dm @@ -26,8 +26,8 @@ make_edible(T, amount, material_flags) /datum/material/pizza/proc/make_edible(atom/source, amount, material_flags) - var/nutriment_count = 3 * (amount / MINERAL_MATERIAL_AMOUNT) - var/oil_count = 2 * (amount / MINERAL_MATERIAL_AMOUNT) + var/nutriment_count = 3 * (amount / SHEET_MATERIAL_AMOUNT) + var/oil_count = 2 * (amount / SHEET_MATERIAL_AMOUNT) source.AddComponent(/datum/component/edible, \ initial_reagents = list(/datum/reagent/consumable/nutriment = nutriment_count, /datum/reagent/consumable/cooking_oil = oil_count), \ foodtypes = GRAIN | MEAT | DAIRY | VEGETABLES, \ diff --git a/code/datums/mutations/tongue_spike.dm b/code/datums/mutations/tongue_spike.dm index fd561fdfc345..37867ce5306c 100644 --- a/code/datums/mutations/tongue_spike.dm +++ b/code/datums/mutations/tongue_spike.dm @@ -56,7 +56,7 @@ ) w_class = WEIGHT_CLASS_SMALL sharpness = SHARP_POINTY - custom_materials = list(/datum/material/biomass = 500) + custom_materials = list(/datum/material/biomass = SMALL_MATERIAL_AMOUNT * 5) /// What mob "fired" our tongue var/datum/weakref/fired_by_ref /// if we missed our target diff --git a/code/game/data_huds.dm b/code/game/data_huds.dm index a81e6ea68b96..bec2556aa55a 100644 --- a/code/game/data_huds.dm +++ b/code/game/data_huds.dm @@ -47,7 +47,7 @@ hud_icons = list(ID_HUD) /datum/atom_hud/data/human/security/advanced - hud_icons = list(ID_HUD, IMPTRACK_HUD, IMPLOYAL_HUD, IMPCHEM_HUD, WANTED_HUD, NANITE_HUD, PERMIT_HUD) + hud_icons = list(ID_HUD, IMPTRACK_HUD, IMPLOYAL_HUD, IMPCHEM_HUD, WANTED_HUD, NANITE_HUD, PERMIT_HUD) //monkestation edit: adds NANITE_HUD and PERMIT_HUD /datum/atom_hud/data/human/fan_hud hud_icons = list(FAN_HUD) @@ -272,13 +272,14 @@ Security HUDs! Basic mode shows only the job. sechud_icon_state = "hudno_id" holder.icon_state = sechud_icon_state sec_hud_set_security_status() - +//monkestation edit start var/image/permit_holder = hud_list[PERMIT_HUD] permit_holder.pixel_y = I.Height() - world.icon_size var/permit_icon_state = wear_id?.get_gun_permit_iconstate() if(!permit_icon_state) permit_icon_state = "hudfan_no" permit_holder.icon_state = permit_icon_state +//monkestation edit end /mob/living/proc/sec_hud_set_implants() var/image/holder diff --git a/code/game/machinery/autolathe.dm b/code/game/machinery/autolathe.dm index d6a98e844a32..32b2b0ee7035 100644 --- a/code/game/machinery/autolathe.dm +++ b/code/game/machinery/autolathe.dm @@ -304,7 +304,7 @@ /obj/machinery/autolathe/proc/AfterMaterialInsert(obj/item/item_inserted, id_inserted, amount_inserted) if(istype(item_inserted, /obj/item/stack/ore/bluespace_crystal)) - use_power(MINERAL_MATERIAL_AMOUNT / 10) + use_power(SHEET_MATERIAL_AMOUNT / 10) else if(item_inserted.has_material_type(/datum/material/glass)) flick("autolathe_r", src)//plays glass insertion animation by default otherwise else diff --git a/code/game/machinery/buttons.dm b/code/game/machinery/buttons.dm index fbe0c8d3cf7a..2e07e75a4c3a 100644 --- a/code/game/machinery/buttons.dm +++ b/code/game/machinery/buttons.dm @@ -354,5 +354,5 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/button/door, 24) desc = "Used for building buttons." icon_state = "button" result_path = /obj/machinery/button - custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT) pixel_shift = 24 diff --git a/code/game/machinery/camera/camera_assembly.dm b/code/game/machinery/camera/camera_assembly.dm index dcc71005d679..69732938de3f 100644 --- a/code/game/machinery/camera/camera_assembly.dm +++ b/code/game/machinery/camera/camera_assembly.dm @@ -8,7 +8,7 @@ desc = "The basic construction for Nanotrasen-Always-Watching-You cameras." icon = 'icons/obj/machines/camera.dmi' icon_state = "cameracase" - custom_materials = list(/datum/material/iron=400, /datum/material/glass=250) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 4, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 2.5) result_path = /obj/structure/camera_assembly wall_external = TRUE diff --git a/code/game/machinery/cell_charger.dm b/code/game/machinery/cell_charger.dm index 7773b3c1b587..331ddbec7d3c 100644 --- a/code/game/machinery/cell_charger.dm +++ b/code/game/machinery/cell_charger.dm @@ -52,6 +52,12 @@ if(charging) to_chat(user, span_warning("There is already a cell in the charger!")) return + //MONKESTATION EDIT ADDITION + var/obj/item/stock_parts/cell/inserting_cell = W + if(inserting_cell.chargerate <= 0) + to_chat(user, span_warning("[inserting_cell] cannot be recharged!")) + return + //MONKESTATION EDIT END else var/area/a = loc.loc // Gets our locations location, like a dream within a dream if(!isarea(a)) diff --git a/code/game/machinery/defibrillator_mount.dm b/code/game/machinery/defibrillator_mount.dm index a7a4664cd443..234234acd26d 100644 --- a/code/game/machinery/defibrillator_mount.dm +++ b/code/game/machinery/defibrillator_mount.dm @@ -212,7 +212,7 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/defibrillator_mount, 28) desc = "A frame for a defibrillator mount. Once placed, it can be removed with a wrench." icon = 'icons/obj/machines/defib_mount.dmi' icon_state = "defibrillator_mount" - custom_materials = list(/datum/material/iron = 300, /datum/material/glass = 100) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT) w_class = WEIGHT_CLASS_BULKY result_path = /obj/machinery/defibrillator_mount pixel_shift = 28 @@ -221,5 +221,5 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/defibrillator_mount, 28) name = "unhooked PENLITE defibrillator mount" desc = "A frame for a PENLITE defibrillator mount. Unlike the normal mount, it can passively recharge the unit inside." icon_state = "penlite_mount" - custom_materials = list(/datum/material/iron = 300, /datum/material/glass = 100, /datum/material/silver = 50) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 0.5) result_path = /obj/machinery/defibrillator_mount/charging diff --git a/code/game/machinery/doors/airlock_types.dm b/code/game/machinery/doors/airlock_types.dm index c9d37a323155..0d5ea4c8bb0c 100644 --- a/code/game/machinery/doors/airlock_types.dm +++ b/code/game/machinery/doors/airlock_types.dm @@ -245,7 +245,7 @@ material_modifier = 0.25 /obj/machinery/door/airlock/plasma/Initialize(mapload) - custom_materials = custom_materials ? custom_materials : list(/datum/material/plasma = 20000) + custom_materials = custom_materials ? custom_materials : list(/datum/material/plasma = SHEET_MATERIAL_AMOUNT * 10) . = ..() /obj/machinery/door/airlock/plasma/block_superconductivity() //we don't stop the heat~ diff --git a/code/game/machinery/droneDispenser.dm b/code/game/machinery/droneDispenser.dm index 5cbf32520a73..913872ee21f1 100644 --- a/code/game/machinery/droneDispenser.dm +++ b/code/game/machinery/droneDispenser.dm @@ -21,8 +21,8 @@ var/list/using_materials var/starting_amount = 0 - var/iron_cost = 1000 - var/glass_cost = 1000 + var/iron_cost =HALF_SHEET_MATERIAL_AMOUNT + var/glass_cost =HALF_SHEET_MATERIAL_AMOUNT var/power_used = 1000 var/mode = DRONE_READY @@ -50,7 +50,7 @@ /obj/machinery/drone_dispenser/Initialize(mapload) . = ..() - var/datum/component/material_container/materials = AddComponent(/datum/component/material_container, list(/datum/material/iron, /datum/material/glass), MINERAL_MATERIAL_AMOUNT * MAX_STACK_SIZE * 2, MATCONTAINER_EXAMINE|BREAKDOWN_FLAGS_DRONE_DISPENSER, allowed_items=/obj/item/stack) + var/datum/component/material_container/materials = AddComponent(/datum/component/material_container, list(/datum/material/iron, /datum/material/glass), SHEET_MATERIAL_AMOUNT * MAX_STACK_SIZE * 2, MATCONTAINER_EXAMINE|BREAKDOWN_FLAGS_DRONE_DISPENSER, allowed_items=/obj/item/stack) materials.insert_amount_mat(starting_amount) materials.precise_insertion = TRUE using_materials = list(/datum/material/iron = iron_cost, /datum/material/glass = glass_cost) @@ -80,8 +80,8 @@ dispense_type = /obj/effect/mob_spawn/ghost_role/drone/snowflake end_create_message = "dispenses a snowflake drone shell." // Those holoprojectors aren't cheap - iron_cost = 2000 - glass_cost = 2000 + iron_cost =SHEET_MATERIAL_AMOUNT + glass_cost =SHEET_MATERIAL_AMOUNT power_used = 2000 starting_amount = 10000 diff --git a/code/game/machinery/fat_sucker.dm b/code/game/machinery/fat_sucker.dm index 3418cf0e59fe..dfc3659d9d42 100644 --- a/code/game/machinery/fat_sucker.dm +++ b/code/game/machinery/fat_sucker.dm @@ -184,11 +184,11 @@ while(nutrients >= nutrient_to_meat) nutrients -= nutrient_to_meat var/atom/meat = new C.type_of_meat (drop_location()) - meat.set_custom_materials(list(GET_MATERIAL_REF(/datum/material/meat/mob_meat, C) = MINERAL_MATERIAL_AMOUNT * 4)) + meat.set_custom_materials(list(GET_MATERIAL_REF(/datum/material/meat/mob_meat, C) = SHEET_MATERIAL_AMOUNT * 4)) while(nutrients >= nutrient_to_meat / 3) nutrients -= nutrient_to_meat / 3 var/atom/meat = new /obj/item/food/meat/rawcutlet/plain (drop_location()) - meat.set_custom_materials(list(GET_MATERIAL_REF(/datum/material/meat/mob_meat, C) = round(MINERAL_MATERIAL_AMOUNT * (4/3)))) + meat.set_custom_materials(list(GET_MATERIAL_REF(/datum/material/meat/mob_meat, C) = round(SHEET_MATERIAL_AMOUNT * (4/3)))) nutrients = 0 /obj/machinery/fat_sucker/screwdriver_act(mob/living/user, obj/item/I) diff --git a/code/game/machinery/newscaster/newscaster_machine.dm b/code/game/machinery/newscaster/newscaster_machine.dm index bfef9481b8d0..1709fe5e6df7 100644 --- a/code/game/machinery/newscaster/newscaster_machine.dm +++ b/code/game/machinery/newscaster/newscaster_machine.dm @@ -811,7 +811,7 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/newscaster, 30) name = "newscaster frame" desc = "Used to build newscasters, just secure to the wall." icon_state = "newscaster" - custom_materials = list(/datum/material/iron=14000, /datum/material/glass=8000) + custom_materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT * 7, /datum/material/glass= SHEET_MATERIAL_AMOUNT * 4) result_path = /obj/machinery/newscaster pixel_shift = 30 diff --git a/code/game/machinery/porta_turret/portable_turret.dm b/code/game/machinery/porta_turret/portable_turret.dm index 0f8b7309171a..9ed4367431fe 100644 --- a/code/game/machinery/porta_turret/portable_turret.dm +++ b/code/game/machinery/porta_turret/portable_turret.dm @@ -1063,7 +1063,7 @@ DEFINE_BITFIELD(turret_flags, list( icon = 'icons/obj/machines/turret_control.dmi' icon_state = "control_frame" result_path = /obj/machinery/turretid - custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT) + custom_materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT) pixel_shift = 29 /obj/item/gun/proc/get_turret_properties() diff --git a/code/game/machinery/recharger.dm b/code/game/machinery/recharger.dm index 1beee62d473a..109bc92a602e 100755 --- a/code/game/machinery/recharger.dm +++ b/code/game/machinery/recharger.dm @@ -14,9 +14,11 @@ var/static/list/allowed_devices = typecacheof(list( /obj/item/gun/energy, + /obj/item/gun/microfusion, //monkestation edit /obj/item/melee/baton/security, /obj/item/ammo_box/magazine/recharge, /obj/item/modular_computer, + /obj/item/stock_parts/cell/microfusion, //monkestation edit )) /obj/machinery/recharger/RefreshParts() @@ -85,6 +87,19 @@ to_chat(user, span_notice("Your gun has no external power connector.")) return 1 + //MONKESTATION EDIT ADDITION + if (istype(G, /obj/item/gun/microfusion)) + var/obj/item/gun/microfusion/microfusion_gun = G + if(microfusion_gun.cell?.chargerate <= 0) + to_chat(user, span_notice("[microfusion_gun] cannot be recharged!")) + return TRUE + + if(istype(G, /obj/item/stock_parts/cell/microfusion)) + var/obj/item/stock_parts/cell/microfusion/inserting_cell = G + if(inserting_cell.chargerate <= 0) + to_chat(user, span_notice("[inserting_cell] cannot be recharged!")) + return TRUE + //MONKESTATION EDIT END if(!user.transferItemToLoc(G, src)) return 1 setCharging(G) diff --git a/code/game/machinery/sheetifier.dm b/code/game/machinery/sheetifier.dm index 82eae7d395f9..5b01dd990184 100644 --- a/code/game/machinery/sheetifier.dm +++ b/code/game/machinery/sheetifier.dm @@ -11,7 +11,7 @@ /obj/machinery/sheetifier/Initialize(mapload) . = ..() - AddComponent(/datum/component/material_container, list(/datum/material/meat, /datum/material/hauntium), MINERAL_MATERIAL_AMOUNT * MAX_STACK_SIZE * 2, MATCONTAINER_EXAMINE|BREAKDOWN_FLAGS_SHEETIFIER, typesof(/datum/material/meat) + /datum/material/hauntium, list(/obj/item/food/meat, /obj/item/photo), null, CALLBACK(src, PROC_REF(CanInsertMaterials)), CALLBACK(src, PROC_REF(AfterInsertMaterials))) + AddComponent(/datum/component/material_container, list(/datum/material/meat, /datum/material/hauntium), SHEET_MATERIAL_AMOUNT * MAX_STACK_SIZE * 2, MATCONTAINER_EXAMINE|BREAKDOWN_FLAGS_SHEETIFIER, typesof(/datum/material/meat) + /datum/material/hauntium, list(/obj/item/food/meat, /obj/item/photo), null, CALLBACK(src, PROC_REF(CanInsertMaterials)), CALLBACK(src, PROC_REF(AfterInsertMaterials))) /obj/machinery/sheetifier/update_overlays() . = ..() diff --git a/code/game/machinery/status_display.dm b/code/game/machinery/status_display.dm index 5dfa3cd104e2..0a7bfd308ede 100644 --- a/code/game/machinery/status_display.dm +++ b/code/game/machinery/status_display.dm @@ -34,7 +34,7 @@ name = "status display frame" desc = "Used to build status displays, just secure to the wall." icon_state = "unanchoredstatusdisplay" - custom_materials = list(/datum/material/iron=14000, /datum/material/glass=8000) + custom_materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT * 7, /datum/material/glass= SHEET_MATERIAL_AMOUNT * 4) result_path = /obj/machinery/status_display/evac pixel_shift = 32 diff --git a/code/game/objects/effects/anomalies/anomalies_dimensional_themes.dm b/code/game/objects/effects/anomalies/anomalies_dimensional_themes.dm index 918f47ffcfb2..d8497dad7465 100644 --- a/code/game/objects/effects/anomalies/anomalies_dimensional_themes.dm +++ b/code/game/objects/effects/anomalies/anomalies_dimensional_themes.dm @@ -176,7 +176,7 @@ * * affected_turf - Turf to transform. */ /datum/dimension_theme/proc/apply_materials(turf/affected_turf) - var/list/custom_materials = list(GET_MATERIAL_REF(material) = MINERAL_MATERIAL_AMOUNT) + var/list/custom_materials = list(GET_MATERIAL_REF(material) = SHEET_MATERIAL_AMOUNT) if (istype(affected_turf, /turf/open/floor/material) || istype(affected_turf, /turf/closed/wall/material)) affected_turf.set_custom_materials(custom_materials) diff --git a/code/game/objects/items/AI_modules/_AI_modules.dm b/code/game/objects/items/AI_modules/_AI_modules.dm index e46b70338929..c8c84ad86c84 100644 --- a/code/game/objects/items/AI_modules/_AI_modules.dm +++ b/code/game/objects/items/AI_modules/_AI_modules.dm @@ -15,7 +15,7 @@ throwforce = 0 throw_speed = 3 throw_range = 7 - custom_materials = list(/datum/material/gold = 50) + custom_materials = list(/datum/material/gold = SMALL_MATERIAL_AMOUNT * 0.5) /// This is where our laws get put at for the module var/list/laws = list() /// Used to skip laws being checked (for reset & remove boards that have no laws) diff --git a/code/game/objects/items/airlock_painter.dm b/code/game/objects/items/airlock_painter.dm index 80eeebd32bd5..1ee2a1567d7b 100644 --- a/code/game/objects/items/airlock_painter.dm +++ b/code/game/objects/items/airlock_painter.dm @@ -8,7 +8,7 @@ worn_icon_state = "painter" w_class = WEIGHT_CLASS_SMALL - custom_materials = list(/datum/material/iron=50, /datum/material/glass=50) + custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.5) flags_1 = CONDUCT_1 item_flags = NOBLUDGEON @@ -157,7 +157,7 @@ icon = 'icons/obj/objects.dmi' icon_state = "decal_sprayer" inhand_icon_state = "decal_sprayer" - custom_materials = list(/datum/material/iron=50, /datum/material/glass=50) + custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.5) initial_ink_type = /obj/item/toner/large /// The current direction of the decal being printed var/stored_dir = 2 diff --git a/code/game/objects/items/chainsaw.dm b/code/game/objects/items/chainsaw.dm index 1d7c6c450382..0170d759a790 100644 --- a/code/game/objects/items/chainsaw.dm +++ b/code/game/objects/items/chainsaw.dm @@ -15,7 +15,7 @@ throw_speed = 2 throw_range = 4 demolition_mod = 1.5 - custom_materials = list(/datum/material/iron=13000) + custom_materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT * 6.5) attack_verb_continuous = list("saws", "tears", "lacerates", "cuts", "chops", "dices") attack_verb_simple = list("saw", "tear", "lacerate", "cut", "chop", "dice") hitsound = SFX_SWING_HIT diff --git a/code/game/objects/items/cigs_lighters.dm b/code/game/objects/items/cigs_lighters.dm index ce5f1c09e457..f86f2de5a306 100644 --- a/code/game/objects/items/cigs_lighters.dm +++ b/code/game/objects/items/cigs_lighters.dm @@ -118,7 +118,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM name = "firebrand" desc = "An unlit firebrand. It makes you wonder why it's not just called a stick." smoketime = 40 SECONDS - custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT) + custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT) grind_results = list(/datum/reagent/carbon = 2) /obj/item/match/firebrand/Initialize(mapload) diff --git a/code/game/objects/items/circuitboards/circuitboard.dm b/code/game/objects/items/circuitboards/circuitboard.dm index a44a3c50f94a..a2caca56213e 100644 --- a/code/game/objects/items/circuitboards/circuitboard.dm +++ b/code/game/objects/items/circuitboards/circuitboard.dm @@ -12,7 +12,7 @@ inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi' - custom_materials = list(/datum/material/glass = 1000) + custom_materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT) w_class = WEIGHT_CLASS_SMALL grind_results = list(/datum/reagent/silicon = 20) greyscale_colors = CIRCUIT_COLOR_GENERIC diff --git a/code/game/objects/items/crayons.dm b/code/game/objects/items/crayons.dm index 673e30b04776..e4d3de4a1113 100644 --- a/code/game/objects/items/crayons.dm +++ b/code/game/objects/items/crayons.dm @@ -675,7 +675,7 @@ icon = 'icons/obj/art/crayons.dmi' icon_state = "crayonbox" w_class = WEIGHT_CLASS_SMALL - custom_materials = list(/datum/material/cardboard = 2000) + custom_materials = list(/datum/material/cardboard = SHEET_MATERIAL_AMOUNT) /obj/item/storage/crayons/Initialize(mapload) . = ..() diff --git a/code/game/objects/items/devices/desynchronizer.dm b/code/game/objects/items/devices/desynchronizer.dm index 6d0c6466f158..c95657ca0ed1 100644 --- a/code/game/objects/items/devices/desynchronizer.dm +++ b/code/game/objects/items/devices/desynchronizer.dm @@ -8,7 +8,7 @@ item_flags = NOBLUDGEON lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi' - custom_materials = list(/datum/material/iron=250, /datum/material/glass=500) + custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 2.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 5) var/max_duration = 3000 var/duration = 300 var/last_use = 0 diff --git a/code/game/objects/items/devices/electroadaptive_pseudocircuit.dm b/code/game/objects/items/devices/electroadaptive_pseudocircuit.dm index 6d6c82cdefd3..7366422011c9 100644 --- a/code/game/objects/items/devices/electroadaptive_pseudocircuit.dm +++ b/code/game/objects/items/devices/electroadaptive_pseudocircuit.dm @@ -5,7 +5,7 @@ icon = 'icons/obj/module.dmi' icon_state = "boris" w_class = WEIGHT_CLASS_TINY - custom_materials = list(/datum/material/iron = 50, /datum/material/glass = 300) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3) var/recharging = FALSE var/circuits = 5 //How many circuits the pseudocircuit has left var/static/recycleable_circuits = typecacheof(list( diff --git a/code/game/objects/items/devices/flashlight.dm b/code/game/objects/items/devices/flashlight.dm index 6b2a1ef0eacd..a3a2bc5b4ac4 100644 --- a/code/game/objects/items/devices/flashlight.dm +++ b/code/game/objects/items/devices/flashlight.dm @@ -17,7 +17,7 @@ w_class = WEIGHT_CLASS_SMALL flags_1 = CONDUCT_1 slot_flags = ITEM_SLOT_BELT - custom_materials = list(/datum/material/iron=50, /datum/material/glass=20) + custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.2) actions_types = list(/datum/action/item_action/toggle_light) light_system = MOVABLE_LIGHT_DIRECTIONAL light_outer_range = 4 @@ -327,7 +327,7 @@ var/trash_type = /obj/item/trash/flare /// If the light source can be extinguished var/can_be_extinguished = FALSE - custom_materials = list(/datum/material/plastic=50) + custom_materials = list(/datum/material/plastic= SMALL_MATERIAL_AMOUNT * 0.5) /obj/item/flashlight/flare/Initialize(mapload) . = ..() @@ -345,6 +345,16 @@ STOP_PROCESSING(SSobj, src) return ..() +/obj/item/flashlight/flare/attack(mob/living/carbon/victim, mob/living/carbon/user) + if(!isliving(victim)) + return ..() + + if(on && victim.ignite_mob()) + message_admins("[ADMIN_LOOKUPFLW(user)] set [key_name_admin(victim)] on fire with [src] at [AREACOORD(user)]") + user.log_message("set [key_name(victim)] on fire with [src]", LOG_ATTACK) + + return ..() + /obj/item/flashlight/flare/toggle_light() if(on || !fuel) return FALSE diff --git a/code/game/objects/items/devices/forcefieldprojector.dm b/code/game/objects/items/devices/forcefieldprojector.dm index ea192dec2637..1d1d29f8c8ed 100644 --- a/code/game/objects/items/devices/forcefieldprojector.dm +++ b/code/game/objects/items/devices/forcefieldprojector.dm @@ -10,7 +10,7 @@ worn_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi' - custom_materials = list(/datum/material/iron=250, /datum/material/glass=500) + custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 2.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 5) var/max_shield_integrity = 250 var/shield_integrity = 250 var/max_fields = 3 diff --git a/code/game/objects/items/devices/geiger_counter.dm b/code/game/objects/items/devices/geiger_counter.dm index 40da4bb6c168..177426f1decc 100644 --- a/code/game/objects/items/devices/geiger_counter.dm +++ b/code/game/objects/items/devices/geiger_counter.dm @@ -10,7 +10,7 @@ w_class = WEIGHT_CLASS_SMALL slot_flags = ITEM_SLOT_BELT item_flags = NOBLUDGEON - custom_materials = list(/datum/material/iron = 150, /datum/material/glass = 150) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 1.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 1.5) var/last_perceived_radiation_danger = null diff --git a/code/game/objects/items/devices/laserpointer.dm b/code/game/objects/items/devices/laserpointer.dm index f2be9d1f118d..ee310f410d7f 100644 --- a/code/game/objects/items/devices/laserpointer.dm +++ b/code/game/objects/items/devices/laserpointer.dm @@ -9,7 +9,7 @@ flags_1 = CONDUCT_1 item_flags = NOBLUDGEON slot_flags = ITEM_SLOT_BELT - custom_materials = list(/datum/material/iron=500, /datum/material/glass=500) + custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 5) w_class = WEIGHT_CLASS_SMALL var/turf/pointer_loc var/energy = 10 diff --git a/code/game/objects/items/devices/multitool.dm b/code/game/objects/items/devices/multitool.dm index 177e89c20789..b514cb0b1abd 100644 --- a/code/game/objects/items/devices/multitool.dm +++ b/code/game/objects/items/devices/multitool.dm @@ -26,7 +26,7 @@ throw_speed = 3 drop_sound = 'sound/items/handling/multitool_drop.ogg' pickup_sound = 'sound/items/handling/multitool_pickup.ogg' - custom_materials = list(/datum/material/iron=50, /datum/material/glass=20) + custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.2) custom_premium_price = PAYCHECK_COMMAND * 3 toolspeed = 1 usesound = 'sound/weapons/empty.ogg' @@ -133,7 +133,7 @@ icon = 'icons/obj/abductor.dmi' icon_state = "multitool" belt_icon_state = "multitool_alien" - custom_materials = list(/datum/material/iron = 5000, /datum/material/silver = 2500, /datum/material/plasma = 5000, /datum/material/titanium = 2000, /datum/material/diamond = 2000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 1.25, /datum/material/plasma = SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/titanium = SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT) toolspeed = 0.1 /obj/item/multitool/cyborg diff --git a/code/game/objects/items/devices/pipe_painter.dm b/code/game/objects/items/devices/pipe_painter.dm index ce8e6a71536b..546b8cabfaa9 100644 --- a/code/game/objects/items/devices/pipe_painter.dm +++ b/code/game/objects/items/devices/pipe_painter.dm @@ -7,7 +7,7 @@ item_flags = NOBLUDGEON var/paint_color = "grey" - custom_materials = list(/datum/material/iron=5000, /datum/material/glass=2000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT) /obj/item/pipe_painter/afterattack(atom/A, mob/user, proximity_flag) . = ..() diff --git a/code/game/objects/items/devices/powersink.dm b/code/game/objects/items/devices/powersink.dm index 150106e9214f..51ab6ec94f5b 100644 --- a/code/game/objects/items/devices/powersink.dm +++ b/code/game/objects/items/devices/powersink.dm @@ -22,7 +22,7 @@ throwforce = 5 throw_speed = 1 throw_range = 2 - custom_materials = list(/datum/material/iron=750) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT* 7.5) var/max_heat = 5e7 // Maximum contained heat before exploding. Not actual temperature. var/internal_heat = 0 // Contained heat, goes down every tick. var/mode = DISCONNECTED // DISCONNECTED, CLAMPED_OFF, OPERATING diff --git a/code/game/objects/items/devices/radio/electropack.dm b/code/game/objects/items/devices/radio/electropack.dm index 63f12d9038c7..ce87739d1147 100644 --- a/code/game/objects/items/devices/radio/electropack.dm +++ b/code/game/objects/items/devices/radio/electropack.dm @@ -9,7 +9,7 @@ flags_1 = CONDUCT_1 slot_flags = ITEM_SLOT_BACK w_class = WEIGHT_CLASS_HUGE - custom_materials = list(/datum/material/iron=10000, /datum/material/glass=2500) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT *5, /datum/material/glass=SHEET_MATERIAL_AMOUNT * 1.25) var/on = TRUE var/code = 2 diff --git a/code/game/objects/items/devices/radio/headset.dm b/code/game/objects/items/devices/radio/headset.dm index ddc5a43412cf..d5ea8534b3b3 100644 --- a/code/game/objects/items/devices/radio/headset.dm +++ b/code/game/objects/items/devices/radio/headset.dm @@ -23,7 +23,7 @@ GLOBAL_LIST_INIT(channel_tokens, list( lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' worn_icon_state = "headset" - custom_materials = list(/datum/material/iron=75) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 0.75) subspace_transmission = TRUE canhear_range = 0 // can't hear headsets from very far away diff --git a/code/game/objects/items/devices/radio/intercom.dm b/code/game/objects/items/devices/radio/intercom.dm index a6d27a9494af..6dc9bce15b74 100644 --- a/code/game/objects/items/devices/radio/intercom.dm +++ b/code/game/objects/items/devices/radio/intercom.dm @@ -180,7 +180,7 @@ icon_state = "intercom" result_path = /obj/item/radio/intercom/unscrewed pixel_shift = 26 - custom_materials = list(/datum/material/iron = 75, /datum/material/glass = 25) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.75, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.25) MAPPING_DIRECTIONAL_HELPERS(/obj/item/radio/intercom, 26) diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm index 696c19c830f3..646a3fc01582 100644 --- a/code/game/objects/items/devices/radio/radio.dm +++ b/code/game/objects/items/devices/radio/radio.dm @@ -16,7 +16,7 @@ throw_speed = 3 throw_range = 7 w_class = WEIGHT_CLASS_SMALL - custom_materials = list(/datum/material/iron=75, /datum/material/glass=25) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 0.75, /datum/material/glass=SMALL_MATERIAL_AMOUNT * 0.25) obj_flags = USES_TGUI ///if FALSE, broadcasting and listening dont matter and this radio shouldnt do anything diff --git a/code/game/objects/items/devices/scanners/gas_analyzer.dm b/code/game/objects/items/devices/scanners/gas_analyzer.dm index db8fb9dd134b..6119bf93de09 100644 --- a/code/game/objects/items/devices/scanners/gas_analyzer.dm +++ b/code/game/objects/items/devices/scanners/gas_analyzer.dm @@ -15,7 +15,7 @@ throw_speed = 3 throw_range = 7 tool_behaviour = TOOL_ANALYZER - custom_materials = list(/datum/material/iron=30, /datum/material/glass=20) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 0.3, /datum/material/glass=SMALL_MATERIAL_AMOUNT * 0.2) grind_results = list(/datum/reagent/mercury = 5, /datum/reagent/iron = 5, /datum/reagent/silicon = 5) var/cooldown = FALSE var/cooldown_time = 250 @@ -232,6 +232,6 @@ icon_state = "analyzerranged" worn_icon_state = "analyzer" w_class = WEIGHT_CLASS_NORMAL - custom_materials = list(/datum/material/iron = 100, /datum/material/glass = 20, /datum/material/gold = 300, /datum/material/bluespace=200) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.2, /datum/material/gold = SMALL_MATERIAL_AMOUNT*3, /datum/material/bluespace=SMALL_MATERIAL_AMOUNT*2) grind_results = list(/datum/reagent/mercury = 5, /datum/reagent/iron = 5, /datum/reagent/silicon = 5) ranged_scan_distance = 15 diff --git a/code/game/objects/items/devices/scanners/health_analyzer.dm b/code/game/objects/items/devices/scanners/health_analyzer.dm index 214fc019957e..6640b7cb0cfd 100644 --- a/code/game/objects/items/devices/scanners/health_analyzer.dm +++ b/code/game/objects/items/devices/scanners/health_analyzer.dm @@ -23,7 +23,7 @@ w_class = WEIGHT_CLASS_TINY throw_speed = 3 throw_range = 7 - custom_materials = list(/datum/material/iron=200) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT *2) var/mode = SCANNER_VERBOSE var/scanmode = SCANMODE_HEALTH var/advanced = FALSE diff --git a/code/game/objects/items/devices/scanners/sequence_scanner.dm b/code/game/objects/items/devices/scanners/sequence_scanner.dm index 2492168577ad..58f7459b7da8 100644 --- a/code/game/objects/items/devices/scanners/sequence_scanner.dm +++ b/code/game/objects/items/devices/scanners/sequence_scanner.dm @@ -14,7 +14,7 @@ w_class = WEIGHT_CLASS_TINY throw_speed = 3 throw_range = 7 - custom_materials = list(/datum/material/iron=200) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*2) var/list/discovered = list() //hit a dna console to update the scanners database var/list/buffer diff --git a/code/game/objects/items/devices/scanners/slime_scanner.dm b/code/game/objects/items/devices/scanners/slime_scanner.dm index e3db7895dd8b..430796e02ca2 100644 --- a/code/game/objects/items/devices/scanners/slime_scanner.dm +++ b/code/game/objects/items/devices/scanners/slime_scanner.dm @@ -11,7 +11,7 @@ throwforce = 0 throw_speed = 3 throw_range = 7 - custom_materials = list(/datum/material/iron=30, /datum/material/glass=20) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.30, /datum/material/glass=SMALL_MATERIAL_AMOUNT * 0.20) /obj/item/slime_scanner/attack(mob/living/M, mob/living/user) if(user.stat || !user.can_read(src) || user.is_blind()) diff --git a/code/game/objects/items/devices/scanners/t_scanner.dm b/code/game/objects/items/devices/scanners/t_scanner.dm index 482f8cef8ceb..6168d0f8380c 100644 --- a/code/game/objects/items/devices/scanners/t_scanner.dm +++ b/code/game/objects/items/devices/scanners/t_scanner.dm @@ -11,7 +11,7 @@ worn_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi' - custom_materials = list(/datum/material/iron=150) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 1.5) /obj/item/t_scanner/suicide_act(mob/living/carbon/user) user.visible_message(span_suicide("[user] begins to emit terahertz-rays into [user.p_their()] brain with [src]! It looks like [user.p_theyre()] trying to commit suicide!")) diff --git a/code/game/objects/items/devices/taperecorder.dm b/code/game/objects/items/devices/taperecorder.dm index 0627a51dce38..997f548a0ee1 100644 --- a/code/game/objects/items/devices/taperecorder.dm +++ b/code/game/objects/items/devices/taperecorder.dm @@ -9,7 +9,7 @@ righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' w_class = WEIGHT_CLASS_SMALL slot_flags = ITEM_SLOT_BELT - custom_materials = list(/datum/material/iron=60, /datum/material/glass=30) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 0.6, /datum/material/glass=SMALL_MATERIAL_AMOUNT * 0.3) force = 2 throwforce = 2 speech_span = SPAN_TAPE_RECORDER @@ -374,7 +374,7 @@ lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' w_class = WEIGHT_CLASS_TINY - custom_materials = list(/datum/material/iron=20, /datum/material/glass=5) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 0.2, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.05) force = 1 throwforce = 0 obj_flags = UNIQUE_RENAME //my mixtape diff --git a/code/game/objects/items/door_seal.dm b/code/game/objects/items/door_seal.dm index 3c5f091965fb..7223692445b3 100644 --- a/code/game/objects/items/door_seal.dm +++ b/code/game/objects/items/door_seal.dm @@ -13,7 +13,7 @@ throw_speed = 2 throw_range = 1 w_class = WEIGHT_CLASS_NORMAL - custom_materials = list(/datum/material/iron=5000,/datum/material/plasma=500) + custom_materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/plasma= SMALL_MATERIAL_AMOUNT * 5) /// how long the seal takes to place on the door var/seal_time = 3 SECONDS /// how long it takes to remove the seal from a door diff --git a/code/game/objects/items/extinguisher.dm b/code/game/objects/items/extinguisher.dm index ca625932bde1..7e49bfac09ff 100644 --- a/code/game/objects/items/extinguisher.dm +++ b/code/game/objects/items/extinguisher.dm @@ -13,7 +13,7 @@ throw_range = 7 force = 10 demolition_mod = 1.25 - custom_materials = list(/datum/material/iron = 90) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.9) attack_verb_continuous = list("slams", "whacks", "bashes", "thunks", "batters", "bludgeons", "thrashes") attack_verb_simple = list("slam", "whack", "bash", "thunk", "batter", "bludgeon", "thrash") dog_fashion = /datum/dog_fashion/back @@ -57,7 +57,7 @@ throwforce = 2 w_class = WEIGHT_CLASS_SMALL force = 3 - custom_materials = list(/datum/material/iron = 50, /datum/material/glass = 40) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT* 0.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.4) max_water = 30 sprite_name = "miniFE" dog_fashion = null @@ -76,7 +76,7 @@ throwforce = 1 w_class = WEIGHT_CLASS_SMALL force = 3 - custom_materials = list(/datum/material/iron = 50, /datum/material/glass = 40) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.4) max_water = 30 sprite_name = "coolant" dog_fashion = null diff --git a/code/game/objects/items/flamethrower.dm b/code/game/objects/items/flamethrower.dm index 9a89ac305cb3..924585c62cd5 100644 --- a/code/game/objects/items/flamethrower.dm +++ b/code/game/objects/items/flamethrower.dm @@ -12,7 +12,7 @@ throw_speed = 1 throw_range = 5 w_class = WEIGHT_CLASS_NORMAL - custom_materials = list(/datum/material/iron=500) + custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT * 0.5) resistance_flags = FIRE_PROOF trigger_guard = TRIGGER_GUARD_NORMAL light_system = MOVABLE_LIGHT diff --git a/code/game/objects/items/food/frozen.dm b/code/game/objects/items/food/frozen.dm index 18d3a6076f3c..3c0c27a2695c 100644 --- a/code/game/objects/items/food/frozen.dm +++ b/code/game/objects/items/food/frozen.dm @@ -353,7 +353,7 @@ icon = 'icons/obj/food/frozen_treats.dmi' icon_state = "popsicle_stick" desc = "This humble little stick usually carries a frozen treat, at the moment it seems freed from this Atlassian burden." - custom_materials = list(/datum/material/wood = 20) + custom_materials = list(/datum/material/wood = SMALL_MATERIAL_AMOUNT * 0.20) resistance_flags = FLAMMABLE w_class = WEIGHT_CLASS_TINY force = 0 diff --git a/code/game/objects/items/food/meatslab.dm b/code/game/objects/items/food/meatslab.dm index cb471649edc2..4ab8b92fc676 100644 --- a/code/game/objects/items/food/meatslab.dm +++ b/code/game/objects/items/food/meatslab.dm @@ -1,5 +1,5 @@ /obj/item/food/meat - custom_materials = list(/datum/material/meat = MINERAL_MATERIAL_AMOUNT * 4) + custom_materials = list(/datum/material/meat = SHEET_MATERIAL_AMOUNT * 4) w_class = WEIGHT_CLASS_SMALL icon = 'icons/obj/food/meat.dmi' var/subjectname = "" diff --git a/code/game/objects/items/food/salad.dm b/code/game/objects/items/food/salad.dm index ab5d71680dac..ebbccd53af10 100644 --- a/code/game/objects/items/food/salad.dm +++ b/code/game/objects/items/food/salad.dm @@ -166,7 +166,7 @@ icon_state = "bowl" base_icon_state = "bowl" reagent_flags = OPENCONTAINER | DUNKABLE - custom_materials = list(/datum/material/glass = 500) + custom_materials = list(/datum/material/glass = SMALL_MATERIAL_AMOUNT*5) w_class = WEIGHT_CLASS_NORMAL custom_price = PAYCHECK_CREW * 0.6 fill_icon_thresholds = list(0) diff --git a/code/game/objects/items/handcuffs.dm b/code/game/objects/items/handcuffs.dm index 79d05136d15a..5abd3ac1fb2d 100644 --- a/code/game/objects/items/handcuffs.dm +++ b/code/game/objects/items/handcuffs.dm @@ -38,7 +38,7 @@ w_class = WEIGHT_CLASS_SMALL throw_speed = 3 throw_range = 5 - custom_materials = list(/datum/material/iron=500) + custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 5) breakouttime = 1 MINUTES var/handcuff_time = 3 SECONDS armor_type = /datum/armor/restraints_handcuffs @@ -158,7 +158,7 @@ var/cable_color = CABLE_COLOR_RED lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' - custom_materials = list(/datum/material/iron=150, /datum/material/glass=75) + custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 1.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.75) breakouttime = 30 SECONDS cuffsound = 'sound/weapons/cablecuff.ogg' diff --git a/code/game/objects/items/implants/implantcase.dm b/code/game/objects/items/implants/implantcase.dm index 32039874cb33..23f87ad0f953 100644 --- a/code/game/objects/items/implants/implantcase.dm +++ b/code/game/objects/items/implants/implantcase.dm @@ -12,7 +12,7 @@ throw_speed = 2 throw_range = 5 w_class = WEIGHT_CLASS_TINY - custom_materials = list(/datum/material/glass=500) + custom_materials = list(/datum/material/glass= SMALL_MATERIAL_AMOUNT * 5) ///the implant within the case var/obj/item/implant/imp = null ///Type of implant this will spawn as imp upon being spawned diff --git a/code/game/objects/items/implants/implanter.dm b/code/game/objects/items/implants/implanter.dm index 454ebb077472..a5242e292a13 100644 --- a/code/game/objects/items/implants/implanter.dm +++ b/code/game/objects/items/implants/implanter.dm @@ -12,7 +12,7 @@ throw_speed = 3 throw_range = 5 w_class = WEIGHT_CLASS_SMALL - custom_materials = list(/datum/material/iron=600, /datum/material/glass=200) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 6, /datum/material/glass=SMALL_MATERIAL_AMOUNT *2) ///The implant in our implanter var/obj/item/implant/imp = null ///Type of implant this will spawn as imp upon being spawned diff --git a/code/game/objects/items/kirbyplants.dm b/code/game/objects/items/kirbyplants.dm index d5f9d2d36e28..237aa8552234 100644 --- a/code/game/objects/items/kirbyplants.dm +++ b/code/game/objects/items/kirbyplants.dm @@ -79,7 +79,7 @@ name = "plastic potted plant" desc = "A fake, cheap looking, plastic tree. Perfect for people who kill every plant they touch." icon_state = "plant-26" - custom_materials = (list(/datum/material/plastic = 8000)) + custom_materials = (list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 4)) trimmable = FALSE /obj/item/kirbyplants/fullysynthetic/Initialize(mapload) diff --git a/code/game/objects/items/kitchen.dm b/code/game/objects/items/kitchen.dm index a1f99493fc06..0cddbf598a19 100644 --- a/code/game/objects/items/kitchen.dm +++ b/code/game/objects/items/kitchen.dm @@ -26,7 +26,7 @@ throwforce = 0 throw_speed = 3 throw_range = 5 - custom_materials = list(/datum/material/iron=80) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.8) flags_1 = CONDUCT_1 attack_verb_continuous = list("attacks", "stabs", "pokes") attack_verb_simple = list("attack", "stab", "poke") @@ -72,7 +72,7 @@ force = 0 w_class = WEIGHT_CLASS_TINY throwforce = 0 - custom_materials = list(/datum/material/plastic=80) + custom_materials = list(/datum/material/plastic = SMALL_MATERIAL_AMOUNT * 0.8) custom_price = PAYCHECK_LOWER * 1 /obj/item/kitchen/fork/plastic/Initialize(mapload) @@ -92,7 +92,7 @@ w_class = WEIGHT_CLASS_TINY throwforce = 0 throw_range = 5 - custom_materials = list(/datum/material/plastic = 100) + custom_materials = list(/datum/material/plastic = SMALL_MATERIAL_AMOUNT) attack_verb_continuous = list("prods", "whiffs", "scratches", "pokes") attack_verb_simple = list("prod", "whiff", "scratch", "poke") sharpness = SHARP_EDGED @@ -112,7 +112,7 @@ throwforce = 5 throw_speed = 3 throw_range = 7 - custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 1.5) + custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 1.5) resistance_flags = FLAMMABLE w_class = WEIGHT_CLASS_NORMAL attack_verb_continuous = list("bashes", "batters", "bludgeons", "thrashes", "whacks") @@ -127,7 +127,7 @@ inhand_icon_state = "metal_rolling_pin" force = 12 flags_1 = CONDUCT_1 - custom_materials = list(/datum/material/iron = MINERAL_MATERIAL_AMOUNT * 1.5, /datum/material/plastic = MINERAL_MATERIAL_AMOUNT * 1.5) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 1.5) custom_price = PAYCHECK_CREW * 2 bare_wound_bonus = 14 @@ -149,7 +149,7 @@ attack_verb_simple = list("whack", "spoon", "tap") attack_verb_continuous = list("whacks", "spoons", "taps") armor_type = /datum/armor/kitchen_spoon - custom_materials = list(/datum/material/iron=120) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 1.2) custom_price = PAYCHECK_LOWER * 2 tool_behaviour = TOOL_MINING toolspeed = 25 // Literally 25 times worse than the base pickaxe @@ -257,7 +257,7 @@ name = "plastic spoon" icon_state = "plastic_spoon" force = 0 - custom_materials = list(/datum/material/plastic=120) + custom_materials = list(/datum/material/plastic = SMALL_MATERIAL_AMOUNT * 1.2) toolspeed = 75 // The plastic spoon takes 5 minutes to dig through a single mineral turf... It's one, continuous, breakable, do_after... custom_price = PAYCHECK_LOWER * 1 diff --git a/code/game/objects/items/knives.dm b/code/game/objects/items/knives.dm index c181f6f374f8..c8eccd25407b 100644 --- a/code/game/objects/items/knives.dm +++ b/code/game/objects/items/knives.dm @@ -16,7 +16,7 @@ hitsound = 'sound/weapons/bladeslice.ogg' throw_speed = 3 throw_range = 6 - custom_materials = list(/datum/material/iron=12000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 6) attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts") attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut") sharpness = SHARP_EDGED @@ -94,7 +94,7 @@ flags_1 = CONDUCT_1 force = 15 throwforce = 10 - custom_materials = list(/datum/material/iron=18000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 6) attack_verb_continuous = list("slices", "dices", "chops", "cubes", "minces", "juliennes", "chiffonades", "batonnets") attack_verb_simple = list("slice", "dice", "chop", "cube", "mince", "julienne", "chiffonade", "batonnet") w_class = WEIGHT_CLASS_NORMAL @@ -171,7 +171,7 @@ attack_verb_continuous = list("shanks", "shivs") attack_verb_simple = list("shank", "shiv") armor_type = /datum/armor/none - custom_materials = list(/datum/material/glass=400) + custom_materials = list(/datum/material/glass = SMALL_MATERIAL_AMOUNT * 4) /obj/item/knife/shiv/Initialize(mapload) flags_1 &= ~CONDUCT_1 @@ -185,7 +185,7 @@ force = 9 throwforce = 13 armor_type = /datum/armor/shiv_plasma - custom_materials = list(/datum/material/glass=400, /datum/material/plasma=200) + custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT *4, /datum/material/plasma=SMALL_MATERIAL_AMOUNT * 2) /datum/armor/shiv_plasma melee = 25 @@ -205,7 +205,7 @@ throw_range = 7 wound_bonus = 10 armor_type = /datum/armor/shiv_titanium - custom_materials = list(/datum/material/glass=400, /datum/material/titanium=200) + custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT * 4, /datum/material/titanium=SMALL_MATERIAL_AMOUNT * 2) /datum/armor/shiv_titanium melee = 25 @@ -228,7 +228,7 @@ wound_bonus = 10 bare_wound_bonus = 20 armor_type = /datum/armor/shiv_plastitanium - custom_materials = list(/datum/material/glass=400, /datum/material/alloy/plastitanium=200) + custom_materials = list(/datum/material/glass= SMALL_MATERIAL_AMOUNT * 4, /datum/material/alloy/plastitanium= SMALL_MATERIAL_AMOUNT * 2) /datum/armor/shiv_plastitanium melee = 50 diff --git a/code/game/objects/items/melee/baton.dm b/code/game/objects/items/melee/baton.dm index e87292fb8afc..c054ccfb48b0 100644 --- a/code/game/objects/items/melee/baton.dm +++ b/code/game/objects/items/melee/baton.dm @@ -725,7 +725,7 @@ cell_hit_cost = 2000 throw_stun_chance = 99 //Have you prayed today? convertible = FALSE - custom_materials = list(/datum/material/iron = 10000, /datum/material/glass = 4000, /datum/material/silver = 10000, /datum/material/gold = 2000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*2, /datum/material/silver = SHEET_MATERIAL_AMOUNT*5, /datum/material/gold = SHEET_MATERIAL_AMOUNT) /obj/item/melee/baton/security/boomerang/Initialize(mapload) . = ..() diff --git a/code/game/objects/items/melee/misc.dm b/code/game/objects/items/melee/misc.dm index 1e29739c879e..ae9a980d989b 100644 --- a/code/game/objects/items/melee/misc.dm +++ b/code/game/objects/items/melee/misc.dm @@ -29,7 +29,7 @@ attack_verb_continuous = list("flogs", "whips", "lashes", "disciplines") attack_verb_simple = list("flog", "whip", "lash", "discipline") hitsound = 'sound/weapons/chainhit.ogg' - custom_materials = list(/datum/material/iron = 1000) + custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT) /obj/item/melee/chainofcommand/suicide_act(mob/living/user) user.visible_message(span_suicide("[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!")) @@ -80,7 +80,7 @@ attack_verb_simple = list("slash", "cut") block_sound = 'sound/weapons/parry.ogg' hitsound = 'sound/weapons/rapierhit.ogg' - custom_materials = list(/datum/material/iron = 1000) + custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT) wound_bonus = 10 bare_wound_bonus = 25 @@ -453,7 +453,7 @@ greyscale_colors = "#FFFFFF" material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_GREYSCALE | MATERIAL_AFFECT_STATISTICS //Material type changes the prefix as well as the color. - custom_materials = list(/datum/material/iron = 12000) //Defaults to an Iron Mace. + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6) //Defaults to an Iron Mace. slot_flags = ITEM_SLOT_BELT force = 14 w_class = WEIGHT_CLASS_BULKY diff --git a/code/game/objects/items/pet_carrier.dm b/code/game/objects/items/pet_carrier.dm index 86780474442c..b6bb9245449e 100644 --- a/code/game/objects/items/pet_carrier.dm +++ b/code/game/objects/items/pet_carrier.dm @@ -17,7 +17,7 @@ w_class = WEIGHT_CLASS_BULKY throw_speed = 2 throw_range = 3 - custom_materials = list(/datum/material/iron = 7500, /datum/material/glass = 100) + custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT * 7.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT) var/open = TRUE var/locked = FALSE var/list/occupants = list() diff --git a/code/game/objects/items/pinpointer.dm b/code/game/objects/items/pinpointer.dm index b3f038368298..9f0b3cf3616f 100644 --- a/code/game/objects/items/pinpointer.dm +++ b/code/game/objects/items/pinpointer.dm @@ -13,7 +13,7 @@ righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi' throw_speed = 3 throw_range = 7 - custom_materials = list(/datum/material/iron = 500, /datum/material/glass = 250) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2.5) var/active = FALSE var/atom/movable/target //The thing we're searching for var/minimum_range = 0 //at what range the pinpointer declares you to be at your destination diff --git a/code/game/objects/items/rcd/RCD.dm b/code/game/objects/items/rcd/RCD.dm index 7d2873cb762a..a6c345dcc452 100644 --- a/code/game/objects/items/rcd/RCD.dm +++ b/code/game/objects/items/rcd/RCD.dm @@ -653,11 +653,11 @@ GLOBAL_VAR_INIT(icon_holographic_window, init_holographic_window()) w_class = WEIGHT_CLASS_TINY lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' - custom_materials = list(/datum/material/iron=12000, /datum/material/glass=8000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT *6, /datum/material/glass=SHEET_MATERIAL_AMOUNT*4) var/ammoamt = 40 /obj/item/rcd_ammo/large - custom_materials = list(/datum/material/iron=48000, /datum/material/glass=32000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*24, /datum/material/glass=SHEET_MATERIAL_AMOUNT*16) ammoamt = 160 /obj/item/construction/rcd/combat/admin diff --git a/code/game/objects/items/rcd/RHD.dm b/code/game/objects/items/rcd/RHD.dm index 41aee46f28d9..50ebce21c928 100644 --- a/code/game/objects/items/rcd/RHD.dm +++ b/code/game/objects/items/rcd/RHD.dm @@ -13,7 +13,7 @@ throw_speed = 3 throw_range = 5 w_class = WEIGHT_CLASS_NORMAL - custom_materials = list(/datum/material/iron=100000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*50) req_access = list(ACCESS_ENGINE_EQUIP) armor_type = /datum/armor/item_construction resistance_flags = FIRE_PROOF diff --git a/code/game/objects/items/rcd/RPD.dm b/code/game/objects/items/rcd/RPD.dm index a80e842011d6..e6bf59881cc7 100644 --- a/code/game/objects/items/rcd/RPD.dm +++ b/code/game/objects/items/rcd/RPD.dm @@ -221,7 +221,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list( throw_range = 5 w_class = WEIGHT_CLASS_NORMAL slot_flags = ITEM_SLOT_BELT - custom_materials = list(/datum/material/iron=75000, /datum/material/glass=37500) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*37.5, /datum/material/glass=SHEET_MATERIAL_AMOUNT*18.75) armor_type = /datum/armor/item_pipe_dispenser resistance_flags = FIRE_PROOF ///Sparks system used when changing device in the UI diff --git a/code/game/objects/items/shields.dm b/code/game/objects/items/shields.dm index bfe801cfa018..b59b4c09fa03 100644 --- a/code/game/objects/items/shields.dm +++ b/code/game/objects/items/shields.dm @@ -78,7 +78,7 @@ desc = "A medieval wooden buckler." icon_state = "buckler" inhand_icon_state = "buckler" - custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 10) + custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 10) resistance_flags = FLAMMABLE block_chance = 30 max_integrity = 55 @@ -89,7 +89,7 @@ desc = "Bears an inscription on the inside: \"Romanes venio domus\"." icon_state = "roman_shield" inhand_icon_state = "roman_shield" - custom_materials = list(/datum/material/iron=8500) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 4.25) max_integrity = 65 shield_break_sound = 'sound/effects/grillehit.ogg' shield_break_leftover = /obj/item/stack/sheet/iron @@ -105,7 +105,7 @@ desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder." icon_state = "riot" inhand_icon_state = "riot" - custom_materials = list(/datum/material/glass=7500, /datum/material/iron=1000) + custom_materials = list(/datum/material/glass= SHEET_MATERIAL_AMOUNT * 3.75, /datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT) transparent = TRUE max_integrity = 75 shield_break_sound = 'sound/effects/glassbr3.ogg' @@ -290,7 +290,7 @@ icon_state = "teleriot" inhand_icon_state = "teleriot" worn_icon_state = "teleriot" - custom_materials = list(/datum/material/iron = 3600, /datum/material/glass = 3600, /datum/material/silver = 270, /datum/material/titanium = 180) + custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT * 3.6, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT * 3.6, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 2.7, /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 1.8) slot_flags = null force = 3 throwforce = 3 diff --git a/code/game/objects/items/shrapnel.dm b/code/game/objects/items/shrapnel.dm index db4cc6789b32..f0839543cb1c 100644 --- a/code/game/objects/items/shrapnel.dm +++ b/code/game/objects/items/shrapnel.dm @@ -1,6 +1,6 @@ /obj/item/shrapnel // frag grenades name = "shrapnel shard" - custom_materials = list(/datum/material/iron=50) + custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5) weak_against_armour = TRUE icon = 'icons/obj/shards.dmi' icon_state = "large" @@ -84,6 +84,6 @@ /obj/item/shrapnel/capmine name = "\improper AP shrapnel shard" - custom_materials = list(/datum/material/iron=50) + custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5) weak_against_armour = TRUE diff --git a/code/game/objects/items/spear.dm b/code/game/objects/items/spear.dm index c56e3fefd175..6a8a3dad5d9d 100644 --- a/code/game/objects/items/spear.dm +++ b/code/game/objects/items/spear.dm @@ -14,7 +14,7 @@ demolition_mod = 0.75 embedding = list("impact_pain_mult" = 2, "remove_pain_mult" = 4, "jostle_chance" = 2.5) armour_penetration = 10 - custom_materials = list(/datum/material/iron=1000, /datum/material/glass=2000) + custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass= HALF_SHEET_MATERIAL_AMOUNT * 2) hitsound = 'sound/weapons/bladeslice.ogg' attack_verb_continuous = list("attacks", "pokes", "jabs", "tears", "lacerates", "gores") attack_verb_simple = list("attack", "poke", "jab", "tear", "lacerate", "gore") @@ -70,7 +70,7 @@ if(/obj/item/shard/plasma) force = 11 throwforce = 21 - custom_materials = list(/datum/material/iron=1000, /datum/material/alloy/plasmaglass=2000) + custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT, /datum/material/alloy/plasmaglass= HALF_SHEET_MATERIAL_AMOUNT * 2) icon_prefix = "spearplasma" force_unwielded = 11 force_wielded = 19 @@ -80,7 +80,7 @@ throwforce = 21 throw_range = 8 throw_speed = 5 - custom_materials = list(/datum/material/iron=1000, /datum/material/alloy/titaniumglass=2000) + custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT, /datum/material/alloy/titaniumglass= HALF_SHEET_MATERIAL_AMOUNT * 2) wound_bonus = -10 force_unwielded = 13 force_wielded = 18 @@ -91,7 +91,7 @@ throwforce = 22 throw_range = 9 throw_speed = 5 - custom_materials = list(/datum/material/iron=1000, /datum/material/alloy/plastitaniumglass=2000) + custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT, /datum/material/alloy/plastitaniumglass= HALF_SHEET_MATERIAL_AMOUNT * 2) wound_bonus = -10 bare_wound_bonus = 20 force_unwielded = 13 @@ -220,7 +220,7 @@ throwforce = 22 armour_penetration = 15 //Enhanced armor piercing - custom_materials = list(/datum/material/bone=7000) + custom_materials = list(/datum/material/bone = HALF_SHEET_MATERIAL_AMOUNT * 7) force_unwielded = 12 force_wielded = 20 @@ -235,6 +235,6 @@ desc = "A haphazardly-constructed bamboo stick with a sharpened tip, ready to poke holes into unsuspecting people." throwforce = 22 //Better to throw - custom_materials = list(/datum/material/bamboo=40000) + custom_materials = list(/datum/material/bamboo = SHEET_MATERIAL_AMOUNT * 20) force_unwielded = 10 force_wielded = 18 diff --git a/code/game/objects/items/stacks/bscrystal.dm b/code/game/objects/items/stacks/bscrystal.dm index c0ef4e8e354c..b815273b4549 100644 --- a/code/game/objects/items/stacks/bscrystal.dm +++ b/code/game/objects/items/stacks/bscrystal.dm @@ -7,7 +7,7 @@ singular_name = "bluespace crystal" dye_color = DYE_COSMIC w_class = WEIGHT_CLASS_TINY - mats_per_unit = list(/datum/material/bluespace=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/bluespace=SHEET_MATERIAL_AMOUNT) points = 50 refined_type = /obj/item/stack/sheet/bluespace_crystal grind_results = list(/datum/reagent/bluespace = 20) @@ -54,7 +54,7 @@ /obj/item/stack/ore/bluespace_crystal/artificial name = "artificial bluespace crystal" desc = "An artificially made bluespace crystal, it looks delicate." - mats_per_unit = list(/datum/material/bluespace=MINERAL_MATERIAL_AMOUNT*0.5) + mats_per_unit = list(/datum/material/bluespace=SHEET_MATERIAL_AMOUNT*0.5) blink_range = 4 // Not as good as the organic stuff! points = 0 //nice try refined_type = null @@ -69,7 +69,7 @@ inhand_icon_state = null singular_name = "bluespace polycrystal" desc = "A stable polycrystal, made of fused-together bluespace crystals. You could probably break one off." - mats_per_unit = list(/datum/material/bluespace=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/bluespace=SHEET_MATERIAL_AMOUNT) attack_verb_continuous = list("bluespace polybashes", "bluespace polybatters", "bluespace polybludgeons", "bluespace polythrashes", "bluespace polysmashes") attack_verb_simple = list("bluespace polybash", "bluespace polybatter", "bluespace polybludgeon", "bluespace polythrash", "bluespace polysmash") novariants = TRUE diff --git a/code/game/objects/items/stacks/rods.dm b/code/game/objects/items/stacks/rods.dm index 7de898a044b3..28c1a9283537 100644 --- a/code/game/objects/items/stacks/rods.dm +++ b/code/game/objects/items/stacks/rods.dm @@ -122,7 +122,7 @@ GLOBAL_LIST_INIT(rod_recipes, list ( \ color = "#5286b9ff" flags_1 = CONDUCT_1 w_class = WEIGHT_CLASS_NORMAL - mats_per_unit = list(/datum/material/iron=1000, /datum/material/plasma=500, /datum/material/titanium=2000) + mats_per_unit = list(/datum/material/iron=1000, /datum/material/plasma=SMALL_MATERIAL_AMOUNT*5, /datum/material/titanium=SHEET_MATERIAL_AMOUNT) max_amount = 30 resistance_flags = FIRE_PROOF | LAVA_PROOF merge_type = /obj/item/stack/rods/lava diff --git a/code/game/objects/items/stacks/sheets/glass.dm b/code/game/objects/items/stacks/sheets/glass.dm index 537cad9c5b71..73eaaeef316a 100644 --- a/code/game/objects/items/stacks/sheets/glass.dm +++ b/code/game/objects/items/stacks/sheets/glass.dm @@ -21,7 +21,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \ singular_name = "glass sheet" icon_state = "sheet-glass" inhand_icon_state = "sheet-glass" - mats_per_unit = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/glass=SHEET_MATERIAL_AMOUNT) armor_type = /datum/armor/sheet_glass resistance_flags = ACID_PROOF merge_type = /obj/item/stack/sheet/glass @@ -91,7 +91,7 @@ GLOBAL_LIST_INIT(pglass_recipes, list ( \ singular_name = "plasma glass sheet" icon_state = "sheet-pglass" inhand_icon_state = "sheet-pglass" - mats_per_unit = list(/datum/material/alloy/plasmaglass=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/alloy/plasmaglass=SHEET_MATERIAL_AMOUNT) material_type = /datum/material/alloy/plasmaglass armor_type = /datum/armor/sheet_plasmaglass resistance_flags = ACID_PROOF @@ -150,7 +150,7 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \ singular_name = "reinforced glass sheet" icon_state = "sheet-rglass" inhand_icon_state = "sheet-rglass" - mats_per_unit = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT * 0.5, /datum/material/glass=SHEET_MATERIAL_AMOUNT) armor_type = /datum/armor/sheet_rglass resistance_flags = ACID_PROOF merge_type = /obj/item/stack/sheet/rglass @@ -187,7 +187,7 @@ GLOBAL_LIST_INIT(prglass_recipes, list ( \ singular_name = "reinforced plasma glass sheet" icon_state = "sheet-prglass" inhand_icon_state = "sheet-prglass" - mats_per_unit = list(/datum/material/alloy/plasmaglass=MINERAL_MATERIAL_AMOUNT, /datum/material/iron = MINERAL_MATERIAL_AMOUNT * 0.5) + mats_per_unit = list(/datum/material/alloy/plasmaglass=SHEET_MATERIAL_AMOUNT, /datum/material/iron = SHEET_MATERIAL_AMOUNT * 0.5) armor_type = /datum/armor/sheet_plasmarglass resistance_flags = ACID_PROOF material_flags = NONE @@ -220,7 +220,7 @@ GLOBAL_LIST_INIT(titaniumglass_recipes, list( singular_name = "titanium glass sheet" icon_state = "sheet-titaniumglass" inhand_icon_state = "sheet-titaniumglass" - mats_per_unit = list(/datum/material/alloy/titaniumglass=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/alloy/titaniumglass=SHEET_MATERIAL_AMOUNT) material_type = /datum/material/alloy/titaniumglass armor_type = /datum/armor/sheet_titaniumglass resistance_flags = ACID_PROOF @@ -248,7 +248,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list( singular_name = "plastitanium glass sheet" icon_state = "sheet-plastitaniumglass" inhand_icon_state = "sheet-plastitaniumglass" - mats_per_unit = list(/datum/material/alloy/plastitaniumglass=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/alloy/plastitaniumglass=SHEET_MATERIAL_AMOUNT) material_type = /datum/material/alloy/plastitaniumglass armor_type = /datum/armor/sheet_plastitaniumglass material_flags = NONE @@ -278,7 +278,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list( inhand_icon_state = "shard-glass" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' - custom_materials = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT) + custom_materials = list(/datum/material/glass=SHEET_MATERIAL_AMOUNT) attack_verb_continuous = list("stabs", "slashes", "slices", "cuts") attack_verb_simple = list("stab", "slash", "slice", "cut") hitsound = 'sound/weapons/bladeslice.ogg' @@ -393,7 +393,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list( throwforce = 11 icon_state = "plasmalarge" inhand_icon_state = "shard-plasma" - custom_materials = list(/datum/material/alloy/plasmaglass=MINERAL_MATERIAL_AMOUNT) + custom_materials = list(/datum/material/alloy/plasmaglass=SHEET_MATERIAL_AMOUNT) icon_prefix = "plasma" weld_material = /obj/item/stack/sheet/plasmaglass shiv_type = /obj/item/knife/shiv/plasma @@ -405,7 +405,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list( throwforce = 12 icon_state = "titaniumlarge" inhand_icon_state = "shard-titanium" - custom_materials = list(/datum/material/alloy/titaniumglass=MINERAL_MATERIAL_AMOUNT) + custom_materials = list(/datum/material/alloy/titaniumglass=SHEET_MATERIAL_AMOUNT) icon_prefix = "titanium" weld_material = /obj/item/stack/sheet/titaniumglass shiv_type = /obj/item/knife/shiv/titanium @@ -418,7 +418,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list( throwforce = 12 icon_state = "plastitaniumlarge" inhand_icon_state = "shard-plastitanium" - custom_materials = list(/datum/material/alloy/plastitaniumglass=MINERAL_MATERIAL_AMOUNT) + custom_materials = list(/datum/material/alloy/plastitaniumglass=SHEET_MATERIAL_AMOUNT) icon_prefix = "plastitanium" weld_material = /obj/item/stack/sheet/plastitaniumglass shiv_type = /obj/item/knife/shiv/plastitanium diff --git a/code/game/objects/items/stacks/sheets/hot_ice.dm b/code/game/objects/items/stacks/sheets/hot_ice.dm index 69b96bc541f9..cb7b016c8e30 100644 --- a/code/game/objects/items/stacks/sheets/hot_ice.dm +++ b/code/game/objects/items/stacks/sheets/hot_ice.dm @@ -4,7 +4,7 @@ inhand_icon_state = null singular_name = "hot ice piece" icon = 'icons/obj/stack_objects.dmi' - mats_per_unit = list(/datum/material/hot_ice=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/hot_ice=SHEET_MATERIAL_AMOUNT) grind_results = list(/datum/reagent/toxin/hot_ice = 25) material_type = /datum/material/hot_ice merge_type = /obj/item/stack/sheet/hot_ice diff --git a/code/game/objects/items/stacks/sheets/mineral.dm b/code/game/objects/items/stacks/sheets/mineral.dm index 901be4306d38..5bfee9ae8d2b 100644 --- a/code/game/objects/items/stacks/sheets/mineral.dm +++ b/code/game/objects/items/stacks/sheets/mineral.dm @@ -37,7 +37,7 @@ GLOBAL_LIST_INIT(sandstone_recipes, list ( \ inhand_icon_state = null throw_speed = 3 throw_range = 5 - mats_per_unit = list(/datum/material/sandstone=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/sandstone=SHEET_MATERIAL_AMOUNT) sheettype = "sandstone" merge_type = /obj/item/stack/sheet/mineral/sandstone walltype = /turf/closed/wall/mineral/sandstone @@ -98,7 +98,7 @@ GLOBAL_LIST_INIT(sandbag_recipes, list ( \ inhand_icon_state = "sheet-diamond" singular_name = "diamond" sheettype = "diamond" - mats_per_unit = list(/datum/material/diamond=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/diamond=SHEET_MATERIAL_AMOUNT) grind_results = list(/datum/reagent/carbon = 20) point_value = 25 merge_type = /obj/item/stack/sheet/mineral/diamond @@ -126,7 +126,7 @@ GLOBAL_LIST_INIT(diamond_recipes, list ( \ inhand_icon_state = "sheet-uranium" singular_name = "uranium sheet" sheettype = "uranium" - mats_per_unit = list(/datum/material/uranium=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/uranium=SHEET_MATERIAL_AMOUNT) grind_results = list(/datum/reagent/uranium = 20) point_value = 20 merge_type = /obj/item/stack/sheet/mineral/uranium @@ -156,7 +156,7 @@ GLOBAL_LIST_INIT(uranium_recipes, list ( \ sheettype = "plasma" resistance_flags = FLAMMABLE max_integrity = 100 - mats_per_unit = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/plasma=SHEET_MATERIAL_AMOUNT) grind_results = list(/datum/reagent/toxin/plasma = 20) point_value = 20 merge_type = /obj/item/stack/sheet/mineral/plasma @@ -194,7 +194,7 @@ GLOBAL_LIST_INIT(plasma_recipes, list ( \ inhand_icon_state = "sheet-gold" singular_name = "gold bar" sheettype = "gold" - mats_per_unit = list(/datum/material/gold=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/gold=SHEET_MATERIAL_AMOUNT) grind_results = list(/datum/reagent/gold = 20) point_value = 20 merge_type = /obj/item/stack/sheet/mineral/gold @@ -224,7 +224,7 @@ GLOBAL_LIST_INIT(gold_recipes, list ( \ inhand_icon_state = "sheet-silver" singular_name = "silver bar" sheettype = "silver" - mats_per_unit = list(/datum/material/silver=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/silver=SHEET_MATERIAL_AMOUNT) grind_results = list(/datum/reagent/silver = 20) point_value = 20 merge_type = /obj/item/stack/sheet/mineral/silver @@ -253,7 +253,7 @@ GLOBAL_LIST_INIT(silver_recipes, list ( \ inhand_icon_state = null singular_name = "bananium sheet" sheettype = "bananium" - mats_per_unit = list(/datum/material/bananium=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/bananium=SHEET_MATERIAL_AMOUNT) grind_results = list(/datum/reagent/consumable/banana = 20) point_value = 50 merge_type = /obj/item/stack/sheet/mineral/bananium @@ -285,7 +285,7 @@ GLOBAL_LIST_INIT(bananium_recipes, list ( \ throw_speed = 1 throw_range = 3 sheettype = "titanium" - mats_per_unit = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/titanium=SHEET_MATERIAL_AMOUNT) point_value = 20 merge_type = /obj/item/stack/sheet/mineral/titanium material_type = /datum/material/titanium @@ -322,7 +322,7 @@ GLOBAL_LIST_INIT(titanium_recipes, list ( \ throw_speed = 1 throw_range = 3 sheettype = "plastitanium" - mats_per_unit = list(/datum/material/alloy/plastitanium=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/alloy/plastitanium=SHEET_MATERIAL_AMOUNT) point_value = 45 material_type = /datum/material/alloy/plastitanium merge_type = /obj/item/stack/sheet/mineral/plastitanium @@ -346,7 +346,7 @@ GLOBAL_LIST_INIT(plastitanium_recipes, list ( \ name = "snow" icon_state = "sheet-snow" inhand_icon_state = null - mats_per_unit = list(/datum/material/snow = MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/snow = SHEET_MATERIAL_AMOUNT) singular_name = "snow block" force = 1 throwforce = 2 @@ -382,7 +382,7 @@ GLOBAL_LIST_INIT(adamantine_recipes, list( icon_state = "sheet-adamantine" inhand_icon_state = "sheet-adamantine" singular_name = "adamantine sheet" - mats_per_unit = list(/datum/material/adamantine=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/adamantine=SHEET_MATERIAL_AMOUNT) merge_type = /obj/item/stack/sheet/mineral/adamantine /obj/item/stack/sheet/mineral/adamantine/get_main_recipes() @@ -399,7 +399,7 @@ GLOBAL_LIST_INIT(adamantine_recipes, list( singular_name = "runite bar" icon_state = "sheet-runite" inhand_icon_state = "sheet-runite" - mats_per_unit = list(/datum/material/runite=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/runite=SHEET_MATERIAL_AMOUNT) merge_type = /obj/item/stack/sheet/mineral/runite material_type = /datum/material/runite @@ -413,7 +413,7 @@ GLOBAL_LIST_INIT(adamantine_recipes, list( inhand_icon_state = "sheet-mythril" singular_name = "mythril sheet" novariants = TRUE - mats_per_unit = list(/datum/material/mythril=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/mythril=SHEET_MATERIAL_AMOUNT) merge_type = /obj/item/stack/sheet/mineral/mythril /* @@ -426,7 +426,7 @@ GLOBAL_LIST_INIT(adamantine_recipes, list( inhand_icon_state = "sheet-abductor" singular_name = "alien alloy sheet" sheettype = "abductor" - mats_per_unit = list(/datum/material/alloy/alien=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/alloy/alien=SHEET_MATERIAL_AMOUNT) merge_type = /obj/item/stack/sheet/mineral/abductor material_type = /datum/material/alloy/alien walltype = /turf/closed/wall/mineral/abductor @@ -494,7 +494,7 @@ GLOBAL_LIST_INIT(metalhydrogen_recipes, list( w_class = WEIGHT_CLASS_NORMAL resistance_flags = FIRE_PROOF | LAVA_PROOF | ACID_PROOF | INDESTRUCTIBLE point_value = 100 - mats_per_unit = list(/datum/material/metalhydrogen = MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/metalhydrogen = SHEET_MATERIAL_AMOUNT) material_type = /datum/material/metalhydrogen merge_type = /obj/item/stack/sheet/mineral/metal_hydrogen @@ -509,6 +509,6 @@ GLOBAL_LIST_INIT(metalhydrogen_recipes, list( singular_name = "zaukerite crystal" w_class = WEIGHT_CLASS_NORMAL point_value = 120 - mats_per_unit = list(/datum/material/zaukerite = MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/zaukerite = SHEET_MATERIAL_AMOUNT) merge_type = /obj/item/stack/sheet/mineral/zaukerite material_type = /datum/material/zaukerite diff --git a/code/game/objects/items/stacks/sheets/runed_metal.dm b/code/game/objects/items/stacks/sheets/runed_metal.dm index c91cd659f44e..a1febc091b75 100644 --- a/code/game/objects/items/stacks/sheets/runed_metal.dm +++ b/code/game/objects/items/stacks/sheets/runed_metal.dm @@ -77,7 +77,7 @@ GLOBAL_LIST_INIT(runed_metal_recipes, list( \ icon_state = "sheet-runed" inhand_icon_state = "sheet-runed" icon = 'icons/obj/stack_objects.dmi' - mats_per_unit = list(/datum/material/runedmetal = MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/runedmetal = SHEET_MATERIAL_AMOUNT) sheettype = "runed" merge_type = /obj/item/stack/sheet/runed_metal grind_results = list(/datum/reagent/iron = 5, /datum/reagent/blood = 15) diff --git a/code/game/objects/items/stacks/sheets/sheet_types.dm b/code/game/objects/items/stacks/sheets/sheet_types.dm index ef291a4a45c2..ecb4832a1dbd 100644 --- a/code/game/objects/items/stacks/sheets/sheet_types.dm +++ b/code/game/objects/items/stacks/sheets/sheet_types.dm @@ -150,7 +150,7 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \ singular_name = "iron sheet" icon_state = "sheet-metal" inhand_icon_state = "sheet-metal" - mats_per_unit = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT) throwforce = 10 flags_1 = CONDUCT_1 resistance_flags = FIRE_PROOF @@ -274,7 +274,7 @@ GLOBAL_LIST_INIT(plasteel_recipes, list ( \ desc = "This sheet is an alloy of iron and plasma." icon_state = "sheet-plasteel" inhand_icon_state = "sheet-plasteel" - mats_per_unit = list(/datum/material/alloy/plasteel=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/alloy/plasteel=SHEET_MATERIAL_AMOUNT) material_type = /datum/material/alloy/plasteel throwforce = 10 flags_1 = CONDUCT_1 @@ -358,7 +358,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \ icon_state = "sheet-wood" inhand_icon_state = "sheet-wood" icon = 'icons/obj/stack_objects.dmi' - mats_per_unit = list(/datum/material/wood=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/wood=SHEET_MATERIAL_AMOUNT) sheettype = "wood" armor_type = /datum/armor/mineral_wood resistance_flags = FLAMMABLE @@ -407,7 +407,7 @@ GLOBAL_LIST_INIT(bamboo_recipes, list ( \ inhand_icon_state = "sheet-bamboo" icon = 'icons/obj/stack_objects.dmi' sheettype = "bamboo" - mats_per_unit = list(/datum/material/bamboo = MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/bamboo = SHEET_MATERIAL_AMOUNT) throwforce = 15 armor_type = /datum/armor/mineral_bamboo resistance_flags = FLAMMABLE @@ -618,7 +618,7 @@ GLOBAL_LIST_INIT(cardboard_recipes, list ( \ singular_name = "cardboard sheet" icon_state = "sheet-card" inhand_icon_state = "sheet-card" - mats_per_unit = list(/datum/material/cardboard = MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/cardboard = SHEET_MATERIAL_AMOUNT) resistance_flags = FLAMMABLE force = 0 throwforce = 0 @@ -677,7 +677,7 @@ GLOBAL_LIST_INIT(bronze_recipes, list ( \ icon_state = "sheet-brass" inhand_icon_state = "sheet-brass" icon = 'icons/obj/stack_objects.dmi' - mats_per_unit = list(/datum/material/bronze = MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/bronze = SHEET_MATERIAL_AMOUNT) lefthand_file = 'icons/mob/inhands/items/sheets_lefthand.dmi' righthand_file = 'icons/mob/inhands/items/sheets_righthand.dmi' resistance_flags = FIRE_PROOF | ACID_PROOF @@ -736,7 +736,7 @@ GLOBAL_LIST_INIT(bronze_recipes, list ( \ icon = 'icons/obj/stack_objects.dmi' icon_state = "bone" inhand_icon_state = null - mats_per_unit = list(/datum/material/bone = MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT) singular_name = "bone" desc = "Someone's been drinking their milk." force = 7 @@ -767,7 +767,7 @@ GLOBAL_LIST_INIT(plastic_recipes, list( singular_name = "plastic sheet" icon_state = "sheet-plastic" inhand_icon_state = "sheet-plastic" - mats_per_unit = list(/datum/material/plastic=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/plastic=SHEET_MATERIAL_AMOUNT) throwforce = 7 material_type = /datum/material/plastic merge_type = /obj/item/stack/sheet/plastic @@ -792,7 +792,7 @@ new /datum/stack_recipe("paper frame door", /obj/structure/mineral_door/paperfra singular_name = "paper frame" icon_state = "sheet-paper" inhand_icon_state = "sheet-paper" - mats_per_unit = list(/datum/material/paper = MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/paper = SHEET_MATERIAL_AMOUNT) merge_type = /obj/item/stack/sheet/paperframes resistance_flags = FLAMMABLE grind_results = list(/datum/reagent/cellulose = 20) @@ -814,7 +814,7 @@ new /datum/stack_recipe("paper frame door", /obj/structure/mineral_door/paperfra singular_name = "meat sheet" icon_state = "sheet-meat" material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR - mats_per_unit = list(/datum/material/meat = MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/meat = SHEET_MATERIAL_AMOUNT) merge_type = /obj/item/stack/sheet/meat material_type = /datum/material/meat material_modifier = 1 //None of that wussy stuff @@ -831,7 +831,7 @@ new /datum/stack_recipe("paper frame door", /obj/structure/mineral_door/paperfra desc = "It's a delicious pepperoni sheetzza!" singular_name = "pepperoni sheetzza" icon_state = "sheet-pizza" - mats_per_unit = list(/datum/material/pizza = MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/pizza = SHEET_MATERIAL_AMOUNT) merge_type = /obj/item/stack/sheet/pizza material_type = /datum/material/pizza material_modifier = 1 @@ -848,7 +848,7 @@ new /datum/stack_recipe("paper frame door", /obj/structure/mineral_door/paperfra desc = "You're too old to be playing with sandcastles. Now you build... sandstations." singular_name = "sand block" icon_state = "sheet-sandstone" - mats_per_unit = list(/datum/material/sand = MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/sand = SHEET_MATERIAL_AMOUNT) merge_type = /obj/item/stack/sheet/sandblock material_type = /datum/material/sand material_modifier = 1 @@ -867,7 +867,7 @@ new /datum/stack_recipe("paper frame door", /obj/structure/mineral_door/paperfra singular_name = "haunted sheet" icon_state = "sheet-meat" material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR - mats_per_unit = list(/datum/material/hauntium = MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/hauntium = SHEET_MATERIAL_AMOUNT) merge_type = /obj/item/stack/sheet/hauntium material_type = /datum/material/hauntium material_modifier = 1 //None of that wussy stuff diff --git a/code/game/objects/items/stacks/tiles/tile_iron.dm b/code/game/objects/items/stacks/tiles/tile_iron.dm index 4eb80c0f4706..75c805abca80 100644 --- a/code/game/objects/items/stacks/tiles/tile_iron.dm +++ b/code/game/objects/items/stacks/tiles/tile_iron.dm @@ -5,7 +5,7 @@ icon_state = "tile" inhand_icon_state = "tile" force = 6 - mats_per_unit = list(/datum/material/iron=500) + mats_per_unit = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*5) throwforce = 10 flags_1 = CONDUCT_1 turf_type = /turf/open/floor/iron diff --git a/code/game/objects/items/stacks/tiles/tile_mineral.dm b/code/game/objects/items/stacks/tiles/tile_mineral.dm index e6cc7ae4096c..a4e9daeb46d4 100644 --- a/code/game/objects/items/stacks/tiles/tile_mineral.dm +++ b/code/game/objects/items/stacks/tiles/tile_mineral.dm @@ -32,7 +32,7 @@ inhand_icon_state = "tile-plasma" turf_type = /turf/open/floor/mineral/plasma mineralType = "plasma" - mats_per_unit = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT*0.25) + mats_per_unit = list(/datum/material/plasma=SHEET_MATERIAL_AMOUNT*0.25) merge_type = /obj/item/stack/tile/mineral/plasma /obj/item/stack/tile/mineral/uranium @@ -43,7 +43,7 @@ inhand_icon_state = "tile-uranium" turf_type = /turf/open/floor/mineral/uranium mineralType = "uranium" - mats_per_unit = list(/datum/material/uranium=MINERAL_MATERIAL_AMOUNT*0.25) + mats_per_unit = list(/datum/material/uranium=SHEET_MATERIAL_AMOUNT*0.25) merge_type = /obj/item/stack/tile/mineral/uranium /obj/item/stack/tile/mineral/gold @@ -54,7 +54,7 @@ inhand_icon_state = "tile-gold" turf_type = /turf/open/floor/mineral/gold mineralType = "gold" - mats_per_unit = list(/datum/material/gold=MINERAL_MATERIAL_AMOUNT*0.25) + mats_per_unit = list(/datum/material/gold=SHEET_MATERIAL_AMOUNT*0.25) merge_type = /obj/item/stack/tile/mineral/gold /obj/item/stack/tile/mineral/silver @@ -65,7 +65,7 @@ inhand_icon_state = "tile-silver" turf_type = /turf/open/floor/mineral/silver mineralType = "silver" - mats_per_unit = list(/datum/material/silver=MINERAL_MATERIAL_AMOUNT*0.25) + mats_per_unit = list(/datum/material/silver=SHEET_MATERIAL_AMOUNT*0.25) merge_type = /obj/item/stack/tile/mineral/silver /obj/item/stack/tile/mineral/diamond @@ -76,7 +76,7 @@ inhand_icon_state = "tile-diamond" turf_type = /turf/open/floor/mineral/diamond mineralType = "diamond" - mats_per_unit = list(/datum/material/diamond=MINERAL_MATERIAL_AMOUNT*0.25) + mats_per_unit = list(/datum/material/diamond=SHEET_MATERIAL_AMOUNT*0.25) merge_type = /obj/item/stack/tile/mineral/diamond /obj/item/stack/tile/mineral/bananium @@ -87,7 +87,7 @@ inhand_icon_state = "tile-bananium" turf_type = /turf/open/floor/mineral/bananium mineralType = "bananium" - mats_per_unit = list(/datum/material/bananium=MINERAL_MATERIAL_AMOUNT*0.25) + mats_per_unit = list(/datum/material/bananium=SHEET_MATERIAL_AMOUNT*0.25) material_flags = NONE //The slippery comp makes it unpractical for good clown decor. The material tiles should still slip. merge_type = /obj/item/stack/tile/mineral/bananium @@ -98,7 +98,7 @@ icon = 'icons/obj/abductor.dmi' icon_state = "tile_abductor" inhand_icon_state = "tile-abductor" - mats_per_unit = list(/datum/material/alloy/alien=MINERAL_MATERIAL_AMOUNT*0.25) + mats_per_unit = list(/datum/material/alloy/alien=SHEET_MATERIAL_AMOUNT*0.25) turf_type = /turf/open/floor/mineral/abductor mineralType = "abductor" merge_type = /obj/item/stack/tile/mineral/abductor @@ -111,7 +111,7 @@ inhand_icon_state = "tile-shuttle" turf_type = /turf/open/floor/mineral/titanium mineralType = "titanium" - mats_per_unit = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT*0.25) + mats_per_unit = list(/datum/material/titanium=SHEET_MATERIAL_AMOUNT*0.25) merge_type = /obj/item/stack/tile/mineral/titanium tile_reskin_types = list( /obj/item/stack/tile/mineral/titanium, @@ -206,7 +206,7 @@ inhand_icon_state = "tile-darkshuttle" turf_type = /turf/open/floor/mineral/plastitanium mineralType = "plastitanium" - mats_per_unit = list(/datum/material/alloy/plastitanium=MINERAL_MATERIAL_AMOUNT*0.25) + mats_per_unit = list(/datum/material/alloy/plastitanium=SHEET_MATERIAL_AMOUNT*0.25) merge_type = /obj/item/stack/tile/mineral/plastitanium tile_reskin_types = list( /obj/item/stack/tile/mineral/plastitanium, diff --git a/code/game/objects/items/stacks/tiles/tile_types.dm b/code/game/objects/items/stacks/tiles/tile_types.dm index 8eed224caa48..dbb29848d779 100644 --- a/code/game/objects/items/stacks/tiles/tile_types.dm +++ b/code/game/objects/items/stacks/tiles/tile_types.dm @@ -1093,7 +1093,7 @@ singular_name = "plastic floor tile" desc = "A tile of cheap, flimsy plastic flooring." icon_state = "tile_plastic" - mats_per_unit = list(/datum/material/plastic=500) + mats_per_unit = list(/datum/material/plastic=SMALL_MATERIAL_AMOUNT*5) turf_type = /turf/open/floor/plastic merge_type = /obj/item/stack/tile/plastic @@ -1141,7 +1141,7 @@ desc = "A clangy tile made of high-quality bronze. Clockwork construction techniques allow the clanging to be minimized." icon_state = "tile_brass" turf_type = /turf/open/floor/bronze - mats_per_unit = list(/datum/material/bronze=500) + mats_per_unit = list(/datum/material/bronze=SMALL_MATERIAL_AMOUNT*5) merge_type = /obj/item/stack/tile/bronze tile_reskin_types = list( /obj/item/stack/tile/bronze, @@ -1169,7 +1169,7 @@ desc = "A strange tile made from runed metal. Doesn't seem to actually have any paranormal powers." icon_state = "tile_cult" turf_type = /turf/open/floor/cult - mats_per_unit = list(/datum/material/runedmetal=500) + mats_per_unit = list(/datum/material/runedmetal=SMALL_MATERIAL_AMOUNT*5) merge_type = /obj/item/stack/tile/cult /// Floor tiles used to test emissive turfs. @@ -1207,7 +1207,7 @@ desc = "Flooring that shows its contents underneath. Engineers love it!" icon_state = "maint_catwalk" inhand_icon_state = "tile-catwalk" - mats_per_unit = list(/datum/material/iron=100) + mats_per_unit = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT) turf_type = /turf/open/floor/catwalk_floor merge_type = /obj/item/stack/tile/catwalk_tile //Just to be cleaner, these all stack with eachother tile_reskin_types = list( @@ -1268,7 +1268,7 @@ turf_type = /turf/open/floor/glass inhand_icon_state = "tile-glass" merge_type = /obj/item/stack/tile/glass - mats_per_unit = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT * 0.25) // 4 tiles per sheet + mats_per_unit = list(/datum/material/glass=SHEET_MATERIAL_AMOUNT * 0.25) // 4 tiles per sheet replace_plating = TRUE /obj/item/stack/tile/glass/sixty @@ -1282,7 +1282,7 @@ inhand_icon_state = "tile-rglass" turf_type = /turf/open/floor/glass/reinforced merge_type = /obj/item/stack/tile/rglass - mats_per_unit = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT * 0.125, /datum/material/glass=MINERAL_MATERIAL_AMOUNT * 0.25) // 4 tiles per sheet + mats_per_unit = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT * 0.125, /datum/material/glass=SHEET_MATERIAL_AMOUNT * 0.25) // 4 tiles per sheet replace_plating = TRUE /obj/item/stack/tile/rglass/sixty @@ -1295,7 +1295,7 @@ icon_state = "tile_pglass" turf_type = /turf/open/floor/glass/plasma merge_type = /obj/item/stack/tile/glass/plasma - mats_per_unit = list(/datum/material/alloy/plasmaglass = MINERAL_MATERIAL_AMOUNT * 0.25) + mats_per_unit = list(/datum/material/alloy/plasmaglass = SHEET_MATERIAL_AMOUNT * 0.25) /obj/item/stack/tile/rglass/plasma name = "reinforced plasma glass floor" @@ -1304,4 +1304,4 @@ icon_state = "tile_rpglass" turf_type = /turf/open/floor/glass/reinforced/plasma merge_type = /obj/item/stack/tile/rglass/plasma - mats_per_unit = list(/datum/material/iron = MINERAL_MATERIAL_AMOUNT * 0.125, /datum/material/alloy/plasmaglass = MINERAL_MATERIAL_AMOUNT * 0.25) + mats_per_unit = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 0.125, /datum/material/alloy/plasmaglass = SHEET_MATERIAL_AMOUNT * 0.25) diff --git a/code/game/objects/items/storage/bags.dm b/code/game/objects/items/storage/bags.dm index 03dc324a97d4..8b34adfbaab4 100644 --- a/code/game/objects/items/storage/bags.dm +++ b/code/game/objects/items/storage/bags.dm @@ -345,7 +345,7 @@ throw_range = 5 flags_1 = CONDUCT_1 slot_flags = ITEM_SLOT_BELT - custom_materials = list(/datum/material/iron=3000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*1.5) custom_price = PAYCHECK_CREW * 0.6 /obj/item/storage/bag/tray/Initialize(mapload) diff --git a/code/game/objects/items/storage/belt.dm b/code/game/objects/items/storage/belt.dm index 0c41e435b1df..c9970c7876f1 100644 --- a/code/game/objects/items/storage/belt.dm +++ b/code/game/objects/items/storage/belt.dm @@ -335,6 +335,7 @@ /obj/item/clothing/gloves, /obj/item/flashlight/seclite, /obj/item/food/donut, + /obj/item/food/spaghetti/security, //monkestation change: tactical belt spaghetti /obj/item/grenade, /obj/item/holosign_creator/security, /obj/item/knife/combat, @@ -343,7 +344,7 @@ /obj/item/reagent_containers/spray/pepper, /obj/item/restraints/handcuffs, /obj/item/restraints/legcuffs/bola, - /obj/item/food/spaghetti/security, //monkestation change: tactical belt spaghetti + /obj/item/stock_parts/cell/microfusion, //monkestation edit )) /obj/item/storage/belt/security/full/PopulateContents() @@ -478,7 +479,7 @@ icon_state = "championbelt" inhand_icon_state = "championbelt" worn_icon_state = "championbelt" - custom_materials = list(/datum/material/gold=400) + custom_materials = list(/datum/material/gold=SMALL_MATERIAL_AMOUNT *4) /obj/item/storage/belt/champion/Initialize(mapload) . = ..() diff --git a/code/game/objects/items/storage/boxes/engineering_boxes.dm b/code/game/objects/items/storage/boxes/engineering_boxes.dm index 5478c2b6343b..8114154e1c63 100644 --- a/code/game/objects/items/storage/boxes/engineering_boxes.dm +++ b/code/game/objects/items/storage/boxes/engineering_boxes.dm @@ -75,7 +75,7 @@ icon_state = "plasticbox" foldable_result = null illustration = "writing" - custom_materials = list(/datum/material/plastic = 1000) //You lose most if recycled. + custom_materials = list(/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT) //You lose most if recycled. /obj/item/storage/box/emergencytank name = "emergency oxygen tank box" diff --git a/code/game/objects/items/storage/fancy.dm b/code/game/objects/items/storage/fancy.dm index a3853e5d04c1..5aeeff5128b4 100644 --- a/code/game/objects/items/storage/fancy.dm +++ b/code/game/objects/items/storage/fancy.dm @@ -16,7 +16,7 @@ /obj/item/storage/fancy icon = 'icons/obj/food/containers.dmi' resistance_flags = FLAMMABLE - custom_materials = list(/datum/material/cardboard = 2000) + custom_materials = list(/datum/material/cardboard = SHEET_MATERIAL_AMOUNT) /// Used by examine to report what this thing is holding. var/contents_tag = "errors" /// What type of thing to fill this storage with. @@ -507,7 +507,7 @@ spawn_count = 10 contents_tag = "pickle" foldable_result = null - custom_materials = list(/datum/material/glass = 2000) + custom_materials = list(/datum/material/glass = SHEET_MATERIAL_AMOUNT) open_status = FANCY_CONTAINER_ALWAYS_OPEN has_open_closed_states = FALSE @@ -536,7 +536,7 @@ name = "coffee condiments display" desc = "A neat small wooden box, holding all your favorite coffee condiments." contents_tag = "coffee condiment" - custom_materials = list(/datum/material/wood = 1000) + custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT/2) resistance_flags = FLAMMABLE foldable_result = /obj/item/stack/sheet/mineral/wood open_status = FANCY_CONTAINER_ALWAYS_OPEN diff --git a/code/game/objects/items/storage/sixpack.dm b/code/game/objects/items/storage/sixpack.dm index f73970be2a71..8a447b4dfb12 100644 --- a/code/game/objects/items/storage/sixpack.dm +++ b/code/game/objects/items/storage/sixpack.dm @@ -6,7 +6,7 @@ inhand_icon_state = "cola" lefthand_file = 'icons/mob/inhands/items/drinks_lefthand.dmi' righthand_file = 'icons/mob/inhands/items/drinks_righthand.dmi' - custom_materials = list(/datum/material/plastic = 1200) + custom_materials = list(/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT*1.2) max_integrity = 500 /obj/item/storage/cans/suicide_act(mob/living/carbon/user) diff --git a/code/game/objects/items/storage/toolbox.dm b/code/game/objects/items/storage/toolbox.dm index 3854eb7e92de..d06e0990ab90 100644 --- a/code/game/objects/items/storage/toolbox.dm +++ b/code/game/objects/items/storage/toolbox.dm @@ -13,7 +13,7 @@ throw_range = 7 demolition_mod = 1.25 w_class = WEIGHT_CLASS_BULKY - custom_materials = list(/datum/material/iron = 500) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*5) attack_verb_continuous = list("robusts") attack_verb_simple = list("robust") hitsound = 'sound/weapons/smash.ogg' @@ -298,4 +298,4 @@ /obj/item/storage/toolbox/haunted name = "old toolbox" - custom_materials = list(/datum/material/hauntium = 500) + custom_materials = list(/datum/material/hauntium = SMALL_MATERIAL_AMOUNT*5) diff --git a/code/game/objects/items/tail_pin.dm b/code/game/objects/items/tail_pin.dm index 9795bc85551d..e158c6dd9c1a 100644 --- a/code/game/objects/items/tail_pin.dm +++ b/code/game/objects/items/tail_pin.dm @@ -8,7 +8,7 @@ throwforce = 0 throw_speed = 1 embedding = EMBED_HARMLESS - custom_materials = list(/datum/material/iron=1000) + custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT) hitsound = 'sound/weapons/bladeslice.ogg' attack_verb_continuous = list("pokes", "jabs", "pins the tail on") attack_verb_simple = list("poke", "jab") diff --git a/code/game/objects/items/tanks/tanks.dm b/code/game/objects/items/tanks/tanks.dm index 40eb55dbee7b..e63a7b4698d5 100644 --- a/code/game/objects/items/tanks/tanks.dm +++ b/code/game/objects/items/tanks/tanks.dm @@ -24,7 +24,7 @@ throw_speed = 1 throw_range = 4 demolition_mod = 1.25 - custom_materials = list(/datum/material/iron = 500) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*5) actions_types = list(/datum/action/item_action/set_internals) armor_type = /datum/armor/item_tank integrity_failure = 0.5 diff --git a/code/game/objects/items/tcg/tcg.dm b/code/game/objects/items/tcg/tcg.dm index 7f3294fbac2b..b3354e9c4969 100644 --- a/code/game/objects/items/tcg/tcg.dm +++ b/code/game/objects/items/tcg/tcg.dm @@ -398,7 +398,7 @@ GLOBAL_LIST_EMPTY(tcgcard_radial_choices) desc = "A TGC flipper, for deciding who gets to go first. Also conveniently acts as a counter, for various purposes." icon = 'icons/obj/toys/tcgmisc.dmi' icon_state = "coin_nanotrasen" - custom_materials = list(/datum/material/plastic = 400) + custom_materials = list(/datum/material/plastic = SMALL_MATERIAL_AMOUNT*5) material_flags = NONE sideslist = list("nanotrasen", "syndicate") override_material_worth = TRUE diff --git a/code/game/objects/items/teleportation.dm b/code/game/objects/items/teleportation.dm index be92e9947532..1f6bdc0462ee 100644 --- a/code/game/objects/items/teleportation.dm +++ b/code/game/objects/items/teleportation.dm @@ -23,7 +23,7 @@ righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi' throw_speed = 3 throw_range = 7 - custom_materials = list(/datum/material/iron=400) + custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 4) var/tracking_range = 20 /obj/item/locator/ui_interact(mob/user, datum/tgui/ui) @@ -110,7 +110,7 @@ w_class = WEIGHT_CLASS_SMALL throw_speed = 3 throw_range = 5 - custom_materials = list(/datum/material/iron=10000) + custom_materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT * 5) armor_type = /datum/armor/item_hand_tele resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF var/list/active_portal_pairs diff --git a/code/game/objects/items/tools/crowbar.dm b/code/game/objects/items/tools/crowbar.dm index 323127dc2a9c..3d07896b414b 100644 --- a/code/game/objects/items/tools/crowbar.dm +++ b/code/game/objects/items/tools/crowbar.dm @@ -13,7 +13,7 @@ throwforce = 7 demolition_mod = 1.25 w_class = WEIGHT_CLASS_SMALL - custom_materials = list(/datum/material/iron=50) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5) drop_sound = 'sound/items/handling/crowbar_drop.ogg' pickup_sound = 'sound/items/handling/crowbar_pickup.ogg' @@ -47,7 +47,7 @@ desc = "A hard-light crowbar. It appears to pry by itself, without any effort required." icon = 'icons/obj/abductor.dmi' usesound = 'sound/weapons/sonic_jackhammer.ogg' - custom_materials = list(/datum/material/iron = 5000, /datum/material/silver = 2500, /datum/material/plasma = 1000, /datum/material/titanium = 2000, /datum/material/diamond = 2000) + custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) icon_state = "crowbar" belt_icon_state = "crowbar_alien" toolspeed = 0.1 @@ -60,7 +60,7 @@ w_class = WEIGHT_CLASS_NORMAL throw_speed = 3 throw_range = 3 - custom_materials = list(/datum/material/iron=70) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.7) icon_state = "crowbar_large" worn_icon_state = "crowbar" toolspeed = 0.7 @@ -96,7 +96,7 @@ worn_icon_state = "jawsoflife" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' - custom_materials = list(/datum/material/iron = 4500, /datum/material/silver = 2500, /datum/material/titanium = 3500) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2.25, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/titanium = SHEET_MATERIAL_AMOUNT*1.75) usesound = 'sound/items/jaws_pry.ogg' force = 15 w_class = WEIGHT_CLASS_NORMAL diff --git a/code/game/objects/items/tools/screwdriver.dm b/code/game/objects/items/tools/screwdriver.dm index 64f748ebc2ad..adb9058be658 100644 --- a/code/game/objects/items/tools/screwdriver.dm +++ b/code/game/objects/items/tools/screwdriver.dm @@ -16,7 +16,7 @@ throwforce = 5 throw_speed = 3 throw_range = 5 - custom_materials = list(/datum/material/iron=75) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.75) attack_verb_continuous = list("stabs") attack_verb_simple = list("stab") hitsound = 'sound/weapons/bladeslice.ogg' @@ -65,7 +65,7 @@ icon = 'icons/obj/abductor.dmi' icon_state = "screwdriver_a" inhand_icon_state = "screwdriver_nuke" - custom_materials = list(/datum/material/iron=5000, /datum/material/silver=2500, /datum/material/plasma = 1000, /datum/material/titanium = 2000, /datum/material/diamond = 2000) + custom_materials = list(/datum/material/iron=HALF_SHEET_MATERIAL_AMOUNT*5, /datum/material/silver=SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) usesound = 'sound/items/pshoom.ogg' toolspeed = 0.1 random_color = FALSE @@ -84,7 +84,7 @@ worn_icon_state = "drill" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' - custom_materials = list(/datum/material/iron=3500, /datum/material/silver=1500, /datum/material/titanium=2500) //what research value? + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*1.75, /datum/material/silver=HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/titanium=SHEET_MATERIAL_AMOUNT*1.25) //what research value? force = 8 //might or might not be too high, subject to change throwforce = 8 throw_speed = 2 diff --git a/code/game/objects/items/tools/weldingtool.dm b/code/game/objects/items/tools/weldingtool.dm index 34c113842205..55ce303d24e0 100644 --- a/code/game/objects/items/tools/weldingtool.dm +++ b/code/game/objects/items/tools/weldingtool.dm @@ -32,7 +32,7 @@ toolspeed = 1 wound_bonus = 10 bare_wound_bonus = 15 - custom_materials = list(/datum/material/iron=70, /datum/material/glass=30) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.7, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.3) /// Whether the welding tool is on or off. var/welding = FALSE /// Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower) @@ -338,7 +338,7 @@ desc = "A slightly larger welder with a larger tank." icon_state = "indwelder" max_fuel = 40 - custom_materials = list(/datum/material/glass=60) + custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.6) /obj/item/weldingtool/largetank/flamethrower_screwdriver() return @@ -365,7 +365,7 @@ icon_state = "miniwelder" max_fuel = 10 w_class = WEIGHT_CLASS_TINY - custom_materials = list(/datum/material/iron=30, /datum/material/glass=10) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.3, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.1) change_icons = FALSE /obj/item/weldingtool/mini/flamethrower_screwdriver() @@ -380,7 +380,7 @@ icon = 'icons/obj/abductor.dmi' icon_state = "welder" toolspeed = 0.1 - custom_materials = list(/datum/material/iron = 5000, /datum/material/silver = 2500, /datum/material/plasma = 5000, /datum/material/titanium = 2000, /datum/material/diamond = 2000) + custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) light_system = NO_LIGHT_SUPPORT light_outer_range = 0 change_icons = FALSE @@ -396,7 +396,7 @@ icon_state = "upindwelder" inhand_icon_state = "upindwelder" max_fuel = 80 - custom_materials = list(/datum/material/iron=70, /datum/material/glass=120) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.7, /datum/material/glass=SMALL_MATERIAL_AMOUNT*1.2) /obj/item/weldingtool/experimental name = "experimental welding tool" @@ -404,7 +404,7 @@ icon_state = "exwelder" inhand_icon_state = "exwelder" max_fuel = 40 - custom_materials = list(/datum/material/iron = 1000, /datum/material/glass = 500, /datum/material/plasma = 1500, /datum/material/uranium = 200) + custom_materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT*5, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT*1.5, /datum/material/uranium =SMALL_MATERIAL_AMOUNT * 2) change_icons = FALSE can_off_process = TRUE light_outer_range = 1 diff --git a/code/game/objects/items/tools/wirecutters.dm b/code/game/objects/items/tools/wirecutters.dm index 8480b812e60e..5f3dc8c9a8a2 100644 --- a/code/game/objects/items/tools/wirecutters.dm +++ b/code/game/objects/items/tools/wirecutters.dm @@ -19,7 +19,7 @@ throw_speed = 3 throw_range = 7 w_class = WEIGHT_CLASS_SMALL - custom_materials = list(/datum/material/iron=80) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.8) attack_verb_continuous = list("pinches", "nips") attack_verb_simple = list("pinch", "nip") hitsound = 'sound/items/wirecutter.ogg' @@ -71,7 +71,7 @@ name = "alien wirecutters" desc = "Extremely sharp wirecutters, made out of a silvery-green metal." icon = 'icons/obj/abductor.dmi' - custom_materials = list(/datum/material/iron = 5000, /datum/material/silver = 2500, /datum/material/plasma = 1000, /datum/material/titanium = 2000, /datum/material/diamond = 2000) + custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) icon_state = "cutters" toolspeed = 0.1 random_color = FALSE diff --git a/code/game/objects/items/tools/wrench.dm b/code/game/objects/items/tools/wrench.dm index bd7209bf89ee..eb994352d0c2 100644 --- a/code/game/objects/items/tools/wrench.dm +++ b/code/game/objects/items/tools/wrench.dm @@ -14,7 +14,7 @@ demolition_mod = 1.25 w_class = WEIGHT_CLASS_SMALL usesound = 'sound/items/ratchet.ogg' - custom_materials = list(/datum/material/iron=150) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*1.5) drop_sound = 'sound/items/handling/wrench_drop.ogg' pickup_sound = 'sound/items/handling/wrench_pickup.ogg' @@ -42,7 +42,7 @@ desc = "A polarized wrench. It causes anything placed between the jaws to turn." icon = 'icons/obj/abductor.dmi' belt_icon_state = "wrench_alien" - custom_materials = list(/datum/material/iron = 5000, /datum/material/silver = 2500, /datum/material/plasma = 1000, /datum/material/titanium = 2000, /datum/material/diamond = 2000) + custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) usesound = 'sound/effects/empulse.ogg' toolspeed = 0.1 diff --git a/code/game/objects/items/toys.dm b/code/game/objects/items/toys.dm index b9ba2fd8f1a9..61fd98bcb191 100644 --- a/code/game/objects/items/toys.dm +++ b/code/game/objects/items/toys.dm @@ -322,7 +322,7 @@ flags_1 = CONDUCT_1 slot_flags = ITEM_SLOT_BELT w_class = WEIGHT_CLASS_NORMAL - custom_materials = list(/datum/material/iron=10, /datum/material/glass=10) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.1, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.1) attack_verb_continuous = list("strikes", "pistol whips", "hits", "bashes") attack_verb_simple = list("strike", "pistol whip", "hit", "bash") var/bullets = 7 @@ -377,7 +377,7 @@ icon = 'icons/obj/weapons/guns/ammo.dmi' icon_state = "357OLD-7" w_class = WEIGHT_CLASS_TINY - custom_materials = list(/datum/material/iron=10, /datum/material/glass=10) + custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.1, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.1) var/amount_left = 7 /obj/item/toy/ammo/gun/update_icon_state() diff --git a/code/game/objects/items/wall_mounted.dm b/code/game/objects/items/wall_mounted.dm index f88589d5e187..e98ad037a629 100644 --- a/code/game/objects/items/wall_mounted.dm +++ b/code/game/objects/items/wall_mounted.dm @@ -1,6 +1,6 @@ /obj/item/wallframe icon = 'icons/obj/wallframe.dmi' - custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT*2) + custom_materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT * 2) flags_1 = CONDUCT_1 inhand_icon_state = "syringe_kit" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' @@ -68,8 +68,8 @@ return TOOL_ACT_TOOLTYPE_SUCCESS /obj/item/wallframe/wrench_act(mob/living/user, obj/item/tool) - var/metal_amt = round(custom_materials[GET_MATERIAL_REF(/datum/material/iron)]/MINERAL_MATERIAL_AMOUNT) //Replace this shit later - var/glass_amt = round(custom_materials[GET_MATERIAL_REF(/datum/material/glass)]/MINERAL_MATERIAL_AMOUNT) //Replace this shit later + var/metal_amt = round(custom_materials[GET_MATERIAL_REF(/datum/material/iron)]/SHEET_MATERIAL_AMOUNT) //Replace this shit later + var/glass_amt = round(custom_materials[GET_MATERIAL_REF(/datum/material/glass)]/SHEET_MATERIAL_AMOUNT) //Replace this shit later if(!metal_amt && !glass_amt) return FALSE @@ -91,6 +91,6 @@ righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi' flags_1 = CONDUCT_1 w_class = WEIGHT_CLASS_SMALL - custom_materials = list(/datum/material/iron=50, /datum/material/glass=50) + custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.5) grind_results = list(/datum/reagent/iron = 10, /datum/reagent/silicon = 10) custom_price = PAYCHECK_CREW * 0.5 diff --git a/code/game/objects/items/weaponry.dm b/code/game/objects/items/weaponry.dm index fd6541c95067..b0161496ec61 100644 --- a/code/game/objects/items/weaponry.dm +++ b/code/game/objects/items/weaponry.dm @@ -312,7 +312,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 force = 9 throwforce = 10 w_class = WEIGHT_CLASS_BULKY - custom_materials = list(/datum/material/iron=1150, /datum/material/glass=75) + custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT + SMALL_MATERIAL_AMOUNT * 1.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.75) attack_verb_continuous = list("hits", "bludgeons", "whacks", "bonks") attack_verb_simple = list("hit", "bludgeon", "whack", "bonk") @@ -381,7 +381,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 w_class = WEIGHT_CLASS_SMALL sharpness = SHARP_POINTY - custom_materials = list(/datum/material/iron=500, /datum/material/glass=500) + custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 5) resistance_flags = FIRE_PROOF /obj/item/throwing_star/stamina @@ -412,7 +412,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 throwforce = 5 throw_speed = 3 throw_range = 6 - custom_materials = list(/datum/material/iron=12000) + custom_materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT * 6) hitsound = 'sound/weapons/genhit.ogg' attack_verb_continuous = list("stubs", "pokes") attack_verb_simple = list("stub", "poke") @@ -487,7 +487,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 force = 5 throwforce = 5 w_class = WEIGHT_CLASS_SMALL - custom_materials = list(/datum/material/iron=50) + custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5) attack_verb_continuous = list("bludgeons", "whacks", "disciplines", "thrashes") attack_verb_simple = list("bludgeon", "whack", "discipline", "thrash") @@ -500,7 +500,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' force = 1 w_class = WEIGHT_CLASS_SMALL - custom_materials = list(/datum/material/iron = 600) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 6) /obj/item/cane/white/Initialize(mapload) . = ..() @@ -704,7 +704,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 demolition_mod = 1.25 attack_verb_continuous = list("beats", "smacks") attack_verb_simple = list("beat", "smack") - custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 3.5) + custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 3.5) resistance_flags = FLAMMABLE w_class = WEIGHT_CLASS_HUGE /// Are we able to do a homerun? @@ -852,7 +852,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 desc = "This bat is made of highly reflective, highly armored material." icon_state = "baseball_bat_metal" inhand_icon_state = "baseball_bat_metal" - custom_materials = list(/datum/material/titanium = MINERAL_MATERIAL_AMOUNT * 3.5) + custom_materials = list(/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 3.5) resistance_flags = NONE force = 12 throwforce = 15 diff --git a/code/game/objects/structures/beds_chairs/chair.dm b/code/game/objects/structures/beds_chairs/chair.dm index 6d22d8480d3c..30ed7344a3ab 100644 --- a/code/game/objects/structures/beds_chairs/chair.dm +++ b/code/game/objects/structures/beds_chairs/chair.dm @@ -9,7 +9,7 @@ resistance_flags = NONE max_integrity = 250 integrity_failure = 0.1 - custom_materials = list(/datum/material/iron = 2000) + custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT) layer = OBJ_LAYER var/buildstacktype = /obj/item/stack/sheet/iron var/buildstackamount = 1 @@ -44,7 +44,7 @@ else for(var/i in custom_materials) var/datum/material/M = i - new M.sheet_type(loc, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1)) + new M.sheet_type(loc, FLOOR(custom_materials[M] / SHEET_MATERIAL_AMOUNT, 1)) ..() /obj/structure/chair/attack_paw(mob/user, list/modifiers) @@ -326,8 +326,7 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/structure/chair/stool/bar, 0) throw_range = 3 hitsound = 'sound/items/trayhit1.ogg' hit_reaction_chance = 50 - custom_materials = list(/datum/material/iron = 2000) - item_flags = SKIP_FANTASY_ON_SPAWN + custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT) var/break_chance = 5 //Likely hood of smashing the chair. var/obj/structure/chair/origin_type = /obj/structure/chair @@ -512,7 +511,7 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/structure/chair/stool/bar, 0) desc = "No matter how much you squirm, it'll still be uncomfortable." resistance_flags = FLAMMABLE max_integrity = 50 - custom_materials = list(/datum/material/plastic = 2000) + custom_materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT) buildstacktype = /obj/item/stack/sheet/plastic buildstackamount = 2 item_chair = /obj/item/chair/plastic @@ -545,7 +544,7 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/structure/chair/stool/bar, 0) w_class = WEIGHT_CLASS_NORMAL force = 7 throw_range = 5 //Lighter Weight --> Flies Farther. - custom_materials = list(/datum/material/plastic = 2000) + custom_materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT) break_chance = 25 origin_type = /obj/structure/chair/plastic diff --git a/code/game/objects/structures/cannons/cannonballs.dm b/code/game/objects/structures/cannons/cannonballs.dm index e833d1f7bd6e..9e2b38a3420a 100644 --- a/code/game/objects/structures/cannons/cannonballs.dm +++ b/code/game/objects/structures/cannons/cannonballs.dm @@ -8,7 +8,7 @@ merge_type = /obj/item/stack/cannonball throwforce = 10 flags_1 = CONDUCT_1 - custom_materials = list(/datum/material/alloy/plasteel=MINERAL_MATERIAL_AMOUNT) + custom_materials = list(/datum/material/alloy/plasteel=SHEET_MATERIAL_AMOUNT) resistance_flags = FIRE_PROOF throw_speed = 5 throw_range = 3 diff --git a/code/game/objects/structures/door_assembly_types.dm b/code/game/objects/structures/door_assembly_types.dm index 8566891b4fb0..2d7e607cd226 100644 --- a/code/game/objects/structures/door_assembly_types.dm +++ b/code/game/objects/structures/door_assembly_types.dm @@ -272,7 +272,7 @@ var/turf/T = get_turf(src) for(var/material in custom_materials) var/datum/material/material_datum = material - var/material_count = FLOOR(custom_materials[material_datum] / MINERAL_MATERIAL_AMOUNT, 1) + var/material_count = FLOOR(custom_materials[material_datum] / SHEET_MATERIAL_AMOUNT, 1) if(!disassembled) material_count = rand(FLOOR(material_count/2, 1), material_count) new material_datum.sheet_type(T, material_count) diff --git a/code/game/objects/structures/false_walls.dm b/code/game/objects/structures/false_walls.dm index 54a9527899fa..49ce549abd57 100644 --- a/code/game/objects/structures/false_walls.dm +++ b/code/game/objects/structures/false_walls.dm @@ -383,7 +383,7 @@ new girder_type(loc) for(var/material in custom_materials) var/datum/material/material_datum = material - new material_datum.sheet_type(loc, FLOOR(custom_materials[material_datum] / MINERAL_MATERIAL_AMOUNT, 1)) + new material_datum.sheet_type(loc, FLOOR(custom_materials[material_datum] / SHEET_MATERIAL_AMOUNT, 1)) qdel(src) /obj/structure/falsewall/material/mat_update_desc(mat) diff --git a/code/game/objects/structures/girders.dm b/code/game/objects/structures/girders.dm index c0c14331ac72..a048766bec91 100644 --- a/code/game/objects/structures/girders.dm +++ b/code/game/objects/structures/girders.dm @@ -214,7 +214,7 @@ else var/obj/structure/tramwall/material/mat_tram_wall = new(loc) var/list/material_list = list() - material_list[GET_MATERIAL_REF(sheets.material_type)] = MINERAL_MATERIAL_AMOUNT * 2 + material_list[GET_MATERIAL_REF(sheets.material_type)] = SHEET_MATERIAL_AMOUNT * 2 if(material_list) mat_tram_wall.set_custom_materials(material_list) tram_wall = mat_tram_wall @@ -237,7 +237,7 @@ else var/obj/structure/falsewall/material/mat_falsewall = new(loc) var/list/material_list = list() - material_list[GET_MATERIAL_REF(sheets.material_type)] = MINERAL_MATERIAL_AMOUNT * 2 + material_list[GET_MATERIAL_REF(sheets.material_type)] = SHEET_MATERIAL_AMOUNT * 2 if(material_list) mat_falsewall.set_custom_materials(material_list) falsewall = mat_falsewall @@ -259,7 +259,7 @@ else var/turf/newturf = T.PlaceOnTop(/turf/closed/wall/material) var/list/material_list = list() - material_list[GET_MATERIAL_REF(sheets.material_type)] = MINERAL_MATERIAL_AMOUNT * 2 + material_list[GET_MATERIAL_REF(sheets.material_type)] = SHEET_MATERIAL_AMOUNT * 2 if(material_list) newturf.set_custom_materials(material_list) diff --git a/code/game/objects/structures/memorial.dm b/code/game/objects/structures/memorial.dm index cbfb9e49ac85..bd28aaacd206 100644 --- a/code/game/objects/structures/memorial.dm +++ b/code/game/objects/structures/memorial.dm @@ -42,4 +42,4 @@ That’s how he would have wanted it. desc = "Awarded for outstanding excellence in paperwork, administration, and bureaucracy." icon_state = "medal_paperwork" medaltype = "medal-gold" - custom_materials = list(/datum/material/gold=1000) + custom_materials = list(/datum/material/gold=HALF_SHEET_MATERIAL_AMOUNT) diff --git a/code/game/objects/structures/mirror.dm b/code/game/objects/structures/mirror.dm index b549865f42cb..96abe485a18e 100644 --- a/code/game/objects/structures/mirror.dm +++ b/code/game/objects/structures/mirror.dm @@ -128,8 +128,8 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/structure/mirror, 28) icon = 'icons/obj/watercloset.dmi' icon_state = "mirror" custom_materials = list( - /datum/material/glass = MINERAL_MATERIAL_AMOUNT, - /datum/material/silver = MINERAL_MATERIAL_AMOUNT, + /datum/material/glass = SHEET_MATERIAL_AMOUNT, + /datum/material/silver = SHEET_MATERIAL_AMOUNT, ) result_path = /obj/structure/mirror pixel_shift = 28 diff --git a/code/game/objects/structures/noticeboard.dm b/code/game/objects/structures/noticeboard.dm index 453d11e4962e..2a3cf480c53a 100644 --- a/code/game/objects/structures/noticeboard.dm +++ b/code/game/objects/structures/noticeboard.dm @@ -120,7 +120,7 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/structure/noticeboard, 32) icon = 'icons/obj/stationobjs.dmi' icon_state = "nboard00" custom_materials = list( - /datum/material/wood = MINERAL_MATERIAL_AMOUNT, + /datum/material/wood = SHEET_MATERIAL_AMOUNT, ) resistance_flags = FLAMMABLE result_path = /obj/structure/noticeboard diff --git a/code/game/objects/structures/plaques/_plaques.dm b/code/game/objects/structures/plaques/_plaques.dm index 310b33aa919f..6584b82d02b7 100644 --- a/code/game/objects/structures/plaques/_plaques.dm +++ b/code/game/objects/structures/plaques/_plaques.dm @@ -7,7 +7,7 @@ opacity = FALSE density = FALSE layer = SIGN_LAYER - custom_materials = list(/datum/material/gold = 2000) + custom_materials = list(/datum/material/gold =SHEET_MATERIAL_AMOUNT) max_integrity = 200 //Twice as durable as regular signs. armor_type = /datum/armor/structure_plaque ///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again. Static plaques are already engraved. @@ -121,7 +121,7 @@ name = "blank plaque" desc = "A blank plaque, use a fancy pen to engrave it. It can be placed on a wall." w_class = WEIGHT_CLASS_NORMAL - custom_materials = list(/datum/material/gold = 2000) + custom_materials = list(/datum/material/gold =SHEET_MATERIAL_AMOUNT) max_integrity = 200 armor_type = /datum/armor/item_plaque ///This points the item to make the proper structure when placed on a wall. diff --git a/code/game/objects/structures/plaques/static_plaques.dm b/code/game/objects/structures/plaques/static_plaques.dm index edc78c5b2771..ca31d003c53c 100644 --- a/code/game/objects/structures/plaques/static_plaques.dm +++ b/code/game/objects/structures/plaques/static_plaques.dm @@ -154,5 +154,5 @@ of other passengers, and unforeseen circumstances such as foul play or mechanical issues.

\ By entering the tram, guideway, or crossings you agree Nanotrasen is not liable for any injuries, damages, or losses that may occur. If you do not agree to these terms, please do not use the tram.
" icon_state = "commission_tram" - custom_materials = list(/datum/material/titanium = 2000) + custom_materials = list(/datum/material/titanium =SHEET_MATERIAL_AMOUNT) plane = FLOOR_PLANE diff --git a/code/game/objects/structures/signs/_signs.dm b/code/game/objects/structures/signs/_signs.dm index 2eef73508c3e..fd5f32a9a1dc 100644 --- a/code/game/objects/structures/signs/_signs.dm +++ b/code/game/objects/structures/signs/_signs.dm @@ -4,7 +4,7 @@ opacity = FALSE density = FALSE layer = SIGN_LAYER - custom_materials = list(/datum/material/plastic = 2000) + custom_materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT) max_integrity = 100 armor_type = /datum/armor/structure_sign resistance_flags = FLAMMABLE @@ -144,7 +144,7 @@ lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' w_class = WEIGHT_CLASS_NORMAL - custom_materials = list(/datum/material/plastic = 2000) + custom_materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT) armor_type = /datum/armor/item_sign resistance_flags = FLAMMABLE max_integrity = 100 diff --git a/code/game/objects/structures/stairs.dm b/code/game/objects/structures/stairs.dm index c82d2e2a1044..80aa46fc09b6 100644 --- a/code/game/objects/structures/stairs.dm +++ b/code/game/objects/structures/stairs.dm @@ -242,7 +242,7 @@ return var/list/material_list = list() if(material.material_type) - material_list[material.material_type] = MINERAL_MATERIAL_AMOUNT * 10 + material_list[material.material_type] = SHEET_MATERIAL_AMOUNT * 10 make_new_stairs(/obj/structure/stairs/material, material_list) return TRUE diff --git a/code/game/objects/structures/table_frames.dm b/code/game/objects/structures/table_frames.dm index 93b07c44e89d..ba654d10b912 100644 --- a/code/game/objects/structures/table_frames.dm +++ b/code/game/objects/structures/table_frames.dm @@ -58,7 +58,7 @@ return var/list/material_list = list() if(material.material_type) - material_list[material.material_type] = MINERAL_MATERIAL_AMOUNT + material_list[material.material_type] = SHEET_MATERIAL_AMOUNT make_new_table(/obj/structure/table/greyscale, material_list) return return ..() diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm index 6329d0e6c8b9..b192e934f8d0 100644 --- a/code/game/objects/structures/tables_racks.dm +++ b/code/game/objects/structures/tables_racks.dm @@ -31,7 +31,7 @@ var/buildstackamount = 1 var/framestackamount = 2 var/deconstruction_ready = 1 - custom_materials = list(/datum/material/iron = 2000) + custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT) max_integrity = 100 integrity_failure = 0.33 smoothing_flags = SMOOTH_BITMASK @@ -298,7 +298,7 @@ else for(var/i in custom_materials) var/datum/material/M = i - new M.sheet_type(T, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1)) + new M.sheet_type(T, FLOOR(custom_materials[M] / SHEET_MATERIAL_AMOUNT, 1)) if(!wrench_disassembly) new frame(T) else @@ -394,7 +394,7 @@ icon = 'icons/obj/smooth_structures/glass_table.dmi' icon_state = "glass_table-0" base_icon_state = "glass_table" - custom_materials = list(/datum/material/glass = 2000) + custom_materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT) buildstack = /obj/item/stack/sheet/glass smoothing_groups = SMOOTH_GROUP_GLASS_TABLES canSmoothWith = SMOOTH_GROUP_GLASS_TABLES @@ -470,7 +470,7 @@ icon = 'icons/obj/smooth_structures/plasmaglass_table.dmi' icon_state = "plasmaglass_table-0" base_icon_state = "plasmaglass_table" - custom_materials = list(/datum/material/alloy/plasmaglass = 2000) + custom_materials = list(/datum/material/alloy/plasmaglass =SHEET_MATERIAL_AMOUNT) buildstack = /obj/item/stack/sheet/plasmaglass glass_shard_type = /obj/item/shard/plasma max_integrity = 100 @@ -664,7 +664,7 @@ icon = 'icons/obj/smooth_structures/rglass_table.dmi' icon_state = "rglass_table-0" base_icon_state = "rglass_table" - custom_materials = list(/datum/material/glass = 2000, /datum/material/iron = 2000) + custom_materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/iron =SHEET_MATERIAL_AMOUNT) buildstack = /obj/item/stack/sheet/rglass max_integrity = 150 @@ -674,7 +674,7 @@ icon = 'icons/obj/smooth_structures/rplasmaglass_table.dmi' icon_state = "rplasmaglass_table-0" base_icon_state = "rplasmaglass_table" - custom_materials = list(/datum/material/alloy/plasmaglass = 2000, /datum/material/iron = 2000) + custom_materials = list(/datum/material/alloy/plasmaglass =SHEET_MATERIAL_AMOUNT, /datum/material/iron =SHEET_MATERIAL_AMOUNT) buildstack = /obj/item/stack/sheet/plasmarglass /obj/structure/table/reinforced/titaniumglass @@ -683,7 +683,7 @@ icon = 'icons/obj/smooth_structures/titaniumglass_table.dmi' icon_state = "titaniumglass_table-0" base_icon_state = "titaniumglass_table" - custom_materials = list(/datum/material/alloy/titaniumglass = 2000) + custom_materials = list(/datum/material/alloy/titaniumglass =SHEET_MATERIAL_AMOUNT) buildstack = /obj/item/stack/sheet/titaniumglass max_integrity = 250 @@ -693,7 +693,7 @@ icon = 'icons/obj/smooth_structures/plastitaniumglass_table.dmi' icon_state = "plastitaniumglass_table-0" base_icon_state = "plastitaniumglass_table" - custom_materials = list(/datum/material/alloy/plastitaniumglass = 2000) + custom_materials = list(/datum/material/alloy/plastitaniumglass =SHEET_MATERIAL_AMOUNT) buildstack = /obj/item/stack/sheet/plastitaniumglass max_integrity = 300 @@ -713,7 +713,7 @@ can_buckle = 1 buckle_lying = NO_BUCKLE_LYING buckle_requires_restraints = TRUE - custom_materials = list(/datum/material/silver = 2000) + custom_materials = list(/datum/material/silver =SHEET_MATERIAL_AMOUNT) var/mob/living/carbon/patient = null var/obj/machinery/computer/operating/computer = null @@ -867,7 +867,7 @@ icon_state = "rack_parts" inhand_icon_state = "rack_parts" flags_1 = CONDUCT_1 - custom_materials = list(/datum/material/iron=2000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT) var/building = FALSE /obj/item/rack_parts/attackby(obj/item/W, mob/user, params) diff --git a/code/game/objects/structures/tank_holder.dm b/code/game/objects/structures/tank_holder.dm index 6f3587fbffaf..c1a39a5bcdf4 100644 --- a/code/game/objects/structures/tank_holder.dm +++ b/code/game/objects/structures/tank_holder.dm @@ -5,7 +5,7 @@ icon = 'icons/obj/atmospherics/tank.dmi' icon_state = "holder" - custom_materials = list(/datum/material/iron = 2000) + custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT) density = FALSE anchored = FALSE diff --git a/code/game/objects/structures/watercloset.dm b/code/game/objects/structures/watercloset.dm index e0f9cff3fd93..cc967005b9e3 100644 --- a/code/game/objects/structures/watercloset.dm +++ b/code/game/objects/structures/watercloset.dm @@ -92,7 +92,7 @@ else for(var/i in custom_materials) var/datum/material/M = i - new M.sheet_type(loc, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1)) + new M.sheet_type(loc, FLOOR(custom_materials[M] / SHEET_MATERIAL_AMOUNT, 1)) ..() /obj/structure/toilet/attackby(obj/item/I, mob/living/user, params) @@ -259,7 +259,7 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/structure/urinal, 32) /obj/item/bikehorn/rubberducky/plasticducky name = "plastic ducky" desc = "It's a cheap plastic knockoff of a loveable bathtime toy." - custom_materials = list(/datum/material/plastic = 1000) + custom_materials = list(/datum/material/plastic =HALF_SHEET_MATERIAL_AMOUNT) /obj/item/bikehorn/rubberducky name = "rubber ducky" @@ -512,7 +512,7 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/structure/sink, (-14)) else for(var/i in custom_materials) var/datum/material/M = i - new M.sheet_type(loc, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1)) + new M.sheet_type(loc, FLOOR(custom_materials[M] / SHEET_MATERIAL_AMOUNT, 1)) /obj/structure/sink/proc/begin_reclamation() START_PROCESSING(SSplumbing, src) @@ -575,7 +575,7 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/structure/sink/kitchen, (-16)) /obj/structure/sinkframe/proc/drop_materials() for(var/datum/material/material as anything in custom_materials) - new material.sheet_type(loc, FLOOR(custom_materials[material] / MINERAL_MATERIAL_AMOUNT, 1)) + new material.sheet_type(loc, FLOOR(custom_materials[material] / SHEET_MATERIAL_AMOUNT, 1)) return //Water source, use the type water_source for unlimited water sources like classic sinks. diff --git a/code/game/turfs/closed/wall/material_walls.dm b/code/game/turfs/closed/wall/material_walls.dm index db6e5fa0d414..c2f34797114a 100644 --- a/code/game/turfs/closed/wall/material_walls.dm +++ b/code/game/turfs/closed/wall/material_walls.dm @@ -14,13 +14,13 @@ /turf/closed/wall/material/break_wall() for(var/i in custom_materials) var/datum/material/M = i - new M.sheet_type(src, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1)) + new M.sheet_type(src, FLOOR(custom_materials[M] / SHEET_MATERIAL_AMOUNT, 1)) return new girder_type(src) /turf/closed/wall/material/devastate_wall() for(var/i in custom_materials) var/datum/material/M = i - new M.sheet_type(src, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1)) + new M.sheet_type(src, FLOOR(custom_materials[M] / SHEET_MATERIAL_AMOUNT, 1)) /turf/closed/wall/material/mat_update_desc(mat) desc = "A huge chunk of [mat] used to separate rooms." diff --git a/code/game/turfs/closed/wall/mineral_walls.dm b/code/game/turfs/closed/wall/mineral_walls.dm index 9c1d47f6c63a..ebc1978123f9 100644 --- a/code/game/turfs/closed/wall/mineral_walls.dm +++ b/code/game/turfs/closed/wall/mineral_walls.dm @@ -19,7 +19,7 @@ explosive_resistance = 0 //gold is a soft metal you dingus. smoothing_groups = SMOOTH_GROUP_GOLD_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_GOLD_WALLS - custom_materials = list(/datum/material/gold = 4000) + custom_materials = list(/datum/material/gold = SHEET_MATERIAL_AMOUNT*2) /turf/closed/wall/mineral/silver name = "silver wall" @@ -32,7 +32,7 @@ smoothing_flags = SMOOTH_BITMASK smoothing_groups = SMOOTH_GROUP_SILVER_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_SILVER_WALLS - custom_materials = list(/datum/material/silver = 4000) + custom_materials = list(/datum/material/silver = SHEET_MATERIAL_AMOUNT*2) /turf/closed/wall/mineral/diamond name = "diamond wall" @@ -47,7 +47,7 @@ smoothing_flags = SMOOTH_BITMASK smoothing_groups = SMOOTH_GROUP_DIAMOND_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_DIAMOND_WALLS - custom_materials = list(/datum/material/diamond = 4000) + custom_materials = list(/datum/material/diamond = SHEET_MATERIAL_AMOUNT*2) /turf/closed/wall/mineral/diamond/hulk_recoil(obj/item/bodypart/arm, mob/living/carbon/human/hulkman, damage = 41) return ..() @@ -63,7 +63,7 @@ smoothing_flags = SMOOTH_BITMASK smoothing_groups = SMOOTH_GROUP_BANANIUM_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_BANANIUM_WALLS - custom_materials = list(/datum/material/bananium = 4000) + custom_materials = list(/datum/material/bananium = SHEET_MATERIAL_AMOUNT*2) /turf/closed/wall/mineral/sandstone name = "sandstone wall" @@ -77,7 +77,7 @@ smoothing_flags = SMOOTH_BITMASK smoothing_groups = SMOOTH_GROUP_SANDSTONE_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_SANDSTONE_WALLS - custom_materials = list(/datum/material/sandstone = 4000) + custom_materials = list(/datum/material/sandstone = SHEET_MATERIAL_AMOUNT*2) /turf/closed/wall/mineral/uranium article = "a" @@ -91,7 +91,7 @@ smoothing_flags = SMOOTH_BITMASK smoothing_groups = SMOOTH_GROUP_URANIUM_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_URANIUM_WALLS - custom_materials = list(/datum/material/uranium = 4000) + custom_materials = list(/datum/material/uranium = SHEET_MATERIAL_AMOUNT*2) /// Mutex to prevent infinite recursion when propagating radiation pulses var/active = null @@ -148,7 +148,7 @@ smoothing_flags = SMOOTH_BITMASK smoothing_groups = SMOOTH_GROUP_PLASMA_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_PLASMA_WALLS - custom_materials = list(/datum/material/plasma = 4000) + custom_materials = list(/datum/material/plasma = SHEET_MATERIAL_AMOUNT*2) /turf/closed/wall/mineral/wood name = "wooden wall" @@ -163,7 +163,7 @@ smoothing_flags = SMOOTH_BITMASK smoothing_groups = SMOOTH_GROUP_WOOD_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_WOOD_WALLS - custom_materials = list(/datum/material/wood = 4000) + custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT*2) /turf/closed/wall/mineral/wood/attackby(obj/item/W, mob/user) if(W.get_sharpness() && W.force) @@ -206,7 +206,7 @@ smoothing_flags = SMOOTH_BITMASK smoothing_groups = SMOOTH_GROUP_IRON_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_IRON_WALLS - custom_materials = list(/datum/material/iron = 5000) + custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5) /turf/closed/wall/mineral/snow name = "packed snow wall" @@ -223,7 +223,7 @@ girder_type = null bullet_sizzle = TRUE bullet_bounce_sound = null - custom_materials = list(/datum/material/snow = 4000) + custom_materials = list(/datum/material/snow = SHEET_MATERIAL_AMOUNT*2) /turf/closed/wall/mineral/snow/hulk_recoil(obj/item/bodypart/arm, mob/living/carbon/human/hulkman, damage = 0) return ..() //No recoil damage, snow is weak @@ -241,7 +241,7 @@ smoothing_flags = SMOOTH_BITMASK | SMOOTH_DIAGONAL_CORNERS smoothing_groups = SMOOTH_GROUP_ABDUCTOR_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_ABDUCTOR_WALLS - custom_materials = list(/datum/material/alloy/alien = 4000) + custom_materials = list(/datum/material/alloy/alien = SHEET_MATERIAL_AMOUNT*2) /////////////////////Titanium walls///////////////////// @@ -259,7 +259,7 @@ smoothing_flags = SMOOTH_BITMASK | SMOOTH_DIAGONAL_CORNERS smoothing_groups = SMOOTH_GROUP_TITANIUM_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_SHUTTLE_PARTS + SMOOTH_GROUP_AIRLOCK + SMOOTH_GROUP_TITANIUM_WALLS - custom_materials = list(/datum/material/titanium = 4000) + custom_materials = list(/datum/material/titanium = SHEET_MATERIAL_AMOUNT*2) /turf/closed/wall/mineral/titanium/rust_heretic_act() return // titanium does not rust @@ -321,7 +321,7 @@ smoothing_flags = SMOOTH_BITMASK | SMOOTH_DIAGONAL_CORNERS smoothing_groups = SMOOTH_GROUP_PLASTITANIUM_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_SHUTTLE_PARTS + SMOOTH_GROUP_AIRLOCK + SMOOTH_GROUP_PLASTITANIUM_WALLS + SMOOTH_GROUP_SYNDICATE_WALLS - custom_materials = list(/datum/material/alloy/plastitanium = 4000) + custom_materials = list(/datum/material/alloy/plastitanium = SHEET_MATERIAL_AMOUNT*2) /turf/closed/wall/mineral/plastitanium/rust_heretic_act() return // plastitanium does not rust diff --git a/code/game/turfs/closed/wall/misc_walls.dm b/code/game/turfs/closed/wall/misc_walls.dm index 7705f9ded255..e04a42e0067e 100644 --- a/code/game/turfs/closed/wall/misc_walls.dm +++ b/code/game/turfs/closed/wall/misc_walls.dm @@ -140,7 +140,7 @@ /turf/closed/wall/material/meat/Initialize(mapload) . = ..() - set_custom_materials(list(GET_MATERIAL_REF(/datum/material/meat) = MINERAL_MATERIAL_AMOUNT)) + set_custom_materials(list(GET_MATERIAL_REF(/datum/material/meat) = SHEET_MATERIAL_AMOUNT)) /turf/closed/wall/material/meat/airless baseturfs = /turf/open/floor/material/meat/airless diff --git a/code/game/turfs/open/floor/mineral_floor.dm b/code/game/turfs/open/floor/mineral_floor.dm index ba59edf6d872..3356694b27f7 100644 --- a/code/game/turfs/open/floor/mineral_floor.dm +++ b/code/game/turfs/open/floor/mineral_floor.dm @@ -36,7 +36,7 @@ icon_state = "plasma" floor_tile = /obj/item/stack/tile/mineral/plasma icons = list("plasma","plasma_dam") - custom_materials = list(/datum/material/plasma = 500) + custom_materials = list(/datum/material/plasma = SMALL_MATERIAL_AMOUNT*5) //Plasma floor that can't be removed, for disco inferno @@ -51,7 +51,7 @@ icon_state = "gold" floor_tile = /obj/item/stack/tile/mineral/gold icons = list("gold","gold_dam") - custom_materials = list(/datum/material/gold = 500) + custom_materials = list(/datum/material/gold = SMALL_MATERIAL_AMOUNT*5) //SILVER @@ -60,7 +60,7 @@ icon_state = "silver" floor_tile = /obj/item/stack/tile/mineral/silver icons = list("silver","silver_dam") - custom_materials = list(/datum/material/silver = 500) + custom_materials = list(/datum/material/silver = SMALL_MATERIAL_AMOUNT*5) //TITANIUM (shuttle) @@ -68,7 +68,7 @@ name = "shuttle floor" icon_state = "titanium" floor_tile = /obj/item/stack/tile/mineral/titanium - custom_materials = list(/datum/material/titanium = 500) + custom_materials = list(/datum/material/titanium = SMALL_MATERIAL_AMOUNT*5) /turf/open/floor/mineral/titanium/broken_states() return list("damaged1", "damaged2", "damaged3", "damaged4", "damaged5") @@ -152,7 +152,7 @@ name = "shuttle floor" icon_state = "plastitanium" floor_tile = /obj/item/stack/tile/mineral/plastitanium - custom_materials = list(/datum/material/alloy/plastitanium = 500) + custom_materials = list(/datum/material/alloy/plastitanium = SMALL_MATERIAL_AMOUNT*5) /turf/open/floor/mineral/plastitanium/broken_states() return list("damaged1", "damaged2", "damaged3", "damaged4", "damaged5") @@ -181,7 +181,7 @@ icon_state = "bananium" floor_tile = /obj/item/stack/tile/mineral/bananium icons = list("bananium","bananium_dam") - custom_materials = list(/datum/material/bananium = 500) + custom_materials = list(/datum/material/bananium = SMALL_MATERIAL_AMOUNT*5) material_flags = NONE //The slippery comp makes it unpractical for good clown decor. The custom mat one should still slip. var/sound_cooldown = 0 @@ -227,7 +227,7 @@ icon_state = "diamond" floor_tile = /obj/item/stack/tile/mineral/diamond icons = list("diamond","diamond_dam") - custom_materials = list(/datum/material/diamond = 500) + custom_materials = list(/datum/material/diamond = SMALL_MATERIAL_AMOUNT*5) //URANIUM @@ -237,7 +237,7 @@ icon_state = "uranium" floor_tile = /obj/item/stack/tile/mineral/uranium icons = list("uranium","uranium_dam") - custom_materials = list(/datum/material/uranium = 500) + custom_materials = list(/datum/material/uranium = SMALL_MATERIAL_AMOUNT*5) var/last_event = 0 var/active = null @@ -287,7 +287,7 @@ floor_tile = /obj/item/stack/tile/mineral/abductor icons = list("alienpod1", "alienpod2", "alienpod3", "alienpod4", "alienpod5", "alienpod6", "alienpod7", "alienpod8", "alienpod9") baseturfs = /turf/open/floor/plating/abductor2 - custom_materials = list(/datum/material/alloy/alien = 500) + custom_materials = list(/datum/material/alloy/alien = SMALL_MATERIAL_AMOUNT*5) /turf/open/floor/mineral/abductor/Initialize(mapload) . = ..() diff --git a/code/game/turfs/open/floor/misc_floor.dm b/code/game/turfs/open/floor/misc_floor.dm index 8798169cd5b3..ac4c534b6930 100644 --- a/code/game/turfs/open/floor/misc_floor.dm +++ b/code/game/turfs/open/floor/misc_floor.dm @@ -211,7 +211,7 @@ icon_state = "plastic" thermal_conductivity = 0.1 heat_capacity = 900 - custom_materials = list(/datum/material/plastic=500) + custom_materials = list(/datum/material/plastic=SMALL_MATERIAL_AMOUNT*5) floor_tile = /obj/item/stack/tile/plastic /turf/open/floor/plastic/broken_states() @@ -306,7 +306,7 @@ /turf/open/floor/material/meat/Initialize(mapload) . = ..() - set_custom_materials(list(GET_MATERIAL_REF(/datum/material/meat) = MINERAL_MATERIAL_AMOUNT)) + set_custom_materials(list(GET_MATERIAL_REF(/datum/material/meat) = SHEET_MATERIAL_AMOUNT)) /turf/open/floor/material/meat/airless initial_gas_mix = AIRLESS_ATMOS diff --git a/code/modules/antagonists/abductor/equipment/abduction_gear.dm b/code/modules/antagonists/abductor/equipment/abduction_gear.dm index 69a34e42ad2c..53dc49273cb1 100644 --- a/code/modules/antagonists/abductor/equipment/abduction_gear.dm +++ b/code/modules/antagonists/abductor/equipment/abduction_gear.dm @@ -830,7 +830,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} smoothing_groups = SMOOTH_GROUP_ABDUCTOR_TABLES canSmoothWith = SMOOTH_GROUP_ABDUCTOR_TABLES frame = /obj/structure/table_frame/abductor - custom_materials = list(/datum/material/silver = 2000) + custom_materials = list(/datum/material/silver =SHEET_MATERIAL_AMOUNT) /obj/structure/table/optable/abductor name = "alien operating table" diff --git a/code/modules/art/paintings.dm b/code/modules/art/paintings.dm index 69dfd539b130..26935a126136 100644 --- a/code/modules/art/paintings.dm +++ b/code/modules/art/paintings.dm @@ -449,7 +449,7 @@ name = "painting frame" desc = "The perfect showcase for your favorite deathtrap memories." icon = 'icons/obj/signs.dmi' - custom_materials = list(/datum/material/wood = 2000) + custom_materials = list(/datum/material/wood =SHEET_MATERIAL_AMOUNT) resistance_flags = FLAMMABLE flags_1 = NONE icon_state = "frame-empty" @@ -462,7 +462,7 @@ icon = 'icons/obj/signs.dmi' icon_state = "frame-empty" base_icon_state = "frame" - custom_materials = list(/datum/material/wood = 2000) + custom_materials = list(/datum/material/wood =SHEET_MATERIAL_AMOUNT) resistance_flags = FLAMMABLE buildable_sign = FALSE ///Canvas we're currently displaying. @@ -643,7 +643,7 @@ /obj/item/wallframe/painting/large name = "large painting frame" desc = "The perfect showcase for your favorite deathtrap memories. Make sure you have enough space to mount this one to the wall." - custom_materials = list(/datum/material/wood = 4000) + custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT*2) icon_state = "frame-large-empty" result_path = /obj/structure/sign/painting/large pixel_shift = 0 //See [/obj/structure/sign/painting/large/proc/finalize_size] @@ -670,7 +670,7 @@ /obj/structure/sign/painting/large icon = 'icons/obj/art/artstuff_64x64.dmi' - custom_materials = list(/datum/material/wood = 4000) + custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT*2) accepted_canvas_types = list( /obj/item/canvas/thirtysix_twentyfour, /obj/item/canvas/fortyfive_twentyseven, diff --git a/code/modules/art/statues.dm b/code/modules/art/statues.dm index a9a4aa7fe023..560d0e0a17cf 100644 --- a/code/modules/art/statues.dm +++ b/code/modules/art/statues.dm @@ -54,7 +54,7 @@ var/amount_mod = disassembled ? 0 : -2 for(var/mat in custom_materials) var/datum/material/custom_material = GET_MATERIAL_REF(mat) - var/amount = max(0,round(custom_materials[mat]/MINERAL_MATERIAL_AMOUNT) + amount_mod) + var/amount = max(0,round(custom_materials[mat]/SHEET_MATERIAL_AMOUNT) + amount_mod) if(amount > 0) new custom_material.sheet_type(drop_location(), amount) qdel(src) @@ -64,8 +64,8 @@ /obj/structure/statue/uranium max_integrity = 300 - light_outer_range = 2 - custom_materials = list(/datum/material/uranium=MINERAL_MATERIAL_AMOUNT*5) + light_outer_range = 2 //monkestation edit: replaced light_range = 2 + custom_materials = list(/datum/material/uranium=SHEET_MATERIAL_AMOUNT*5) impressiveness = 25 // radiation makes an impression abstract_type = /obj/structure/statue/uranium @@ -85,7 +85,7 @@ max_integrity = 200 impressiveness = 20 desc = "This statue is suitably made from plasma." - custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT*5) + custom_materials = list(/datum/material/plasma=SHEET_MATERIAL_AMOUNT*5) abstract_type = /obj/structure/statue/plasma /obj/structure/statue/plasma/scientist @@ -102,7 +102,7 @@ max_integrity = 300 impressiveness = 25 desc = "This is a highly valuable statue made from gold." - custom_materials = list(/datum/material/gold=MINERAL_MATERIAL_AMOUNT*5) + custom_materials = list(/datum/material/gold=SHEET_MATERIAL_AMOUNT*5) abstract_type = /obj/structure/statue/gold /obj/structure/statue/gold/hos @@ -135,7 +135,7 @@ max_integrity = 300 impressiveness = 25 desc = "This is a valuable statue made from silver." - custom_materials = list(/datum/material/silver=MINERAL_MATERIAL_AMOUNT*5) + custom_materials = list(/datum/material/silver=SHEET_MATERIAL_AMOUNT*5) abstract_type = /obj/structure/statue/silver /obj/structure/statue/silver/md @@ -164,7 +164,7 @@ max_integrity = 1000 impressiveness = 50 desc = "This is a very expensive diamond statue." - custom_materials = list(/datum/material/diamond=MINERAL_MATERIAL_AMOUNT*5) + custom_materials = list(/datum/material/diamond=SHEET_MATERIAL_AMOUNT*5) abstract_type = /obj/structure/statue/diamond /obj/structure/statue/diamond/captain @@ -185,7 +185,7 @@ max_integrity = 300 impressiveness = 50 desc = "A bananium statue with a small engraving:'HOOOOOOONK'." - custom_materials = list(/datum/material/bananium=MINERAL_MATERIAL_AMOUNT*5) + custom_materials = list(/datum/material/bananium=SHEET_MATERIAL_AMOUNT*5) abstract_type = /obj/structure/statue/bananium /obj/structure/statue/bananium/clown @@ -197,7 +197,7 @@ /obj/structure/statue/sandstone max_integrity = 50 impressiveness = 15 - custom_materials = list(/datum/material/sandstone=MINERAL_MATERIAL_AMOUNT*5) + custom_materials = list(/datum/material/sandstone=SHEET_MATERIAL_AMOUNT*5) abstract_type = /obj/structure/statue/sandstone /obj/structure/statue/sandstone/assistant @@ -216,7 +216,7 @@ /obj/structure/statue/snow max_integrity = 50 - custom_materials = list(/datum/material/snow=MINERAL_MATERIAL_AMOUNT*5) + custom_materials = list(/datum/material/snow=SHEET_MATERIAL_AMOUNT*5) abstract_type = /obj/structure/statue/snow /obj/structure/statue/snow/snowman @@ -232,7 +232,7 @@ ///////////////////////////////bronze/////////////////////////////////// /obj/structure/statue/bronze - custom_materials = list(/datum/material/bronze=MINERAL_MATERIAL_AMOUNT*5) + custom_materials = list(/datum/material/bronze=SHEET_MATERIAL_AMOUNT*5) abstract_type = /obj/structure/statue/bronze /obj/structure/statue/bronze/marx @@ -247,7 +247,7 @@ name = "Elder Atmosian" desc = "A statue of an Elder Atmosian, capable of bending the laws of thermodynamics to their will." icon_state = "eng" - custom_materials = list(/datum/material/metalhydrogen = MINERAL_MATERIAL_AMOUNT*10) + custom_materials = list(/datum/material/metalhydrogen = SHEET_MATERIAL_AMOUNT*10) max_integrity = 1000 impressiveness = 100 abstract_type = /obj/structure/statue/elder_atmosian //This one is uncarvable @@ -277,7 +277,7 @@ throwforce = 5 throw_speed = 3 throw_range = 5 - custom_materials = list(/datum/material/iron=75) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.75) attack_verb_continuous = list("stabs") attack_verb_simple = list("stab") hitsound = 'sound/weapons/bladeslice.ogg' diff --git a/code/modules/assembly/assembly.dm b/code/modules/assembly/assembly.dm index 4f1dac572eb8..f981ab60af7f 100644 --- a/code/modules/assembly/assembly.dm +++ b/code/modules/assembly/assembly.dm @@ -6,7 +6,7 @@ icon_state = "" flags_1 = CONDUCT_1 w_class = WEIGHT_CLASS_SMALL - custom_materials = list(/datum/material/iron=100) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT) throwforce = 2 throw_speed = 3 throw_range = 7 diff --git a/code/modules/assembly/flash.dm b/code/modules/assembly/flash.dm index 01e16a29c4b2..758f95804e20 100644 --- a/code/modules/assembly/flash.dm +++ b/code/modules/assembly/flash.dm @@ -9,7 +9,7 @@ righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' throwforce = 0 w_class = WEIGHT_CLASS_TINY - custom_materials = list(/datum/material/iron = 300, /datum/material/glass = 300) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*3, /datum/material/glass = SMALL_MATERIAL_AMOUNT*3) light_system = MOVABLE_LIGHT //Used as a flash here. light_outer_range = FLASH_LIGHT_RANGE light_color = COLOR_WHITE diff --git a/code/modules/assembly/health.dm b/code/modules/assembly/health.dm index 212d3f420f48..e4518155153b 100644 --- a/code/modules/assembly/health.dm +++ b/code/modules/assembly/health.dm @@ -2,7 +2,7 @@ name = "health sensor" desc = "Used for scanning and monitoring health." icon_state = "health" - custom_materials = list(/datum/material/iron=800, /datum/material/glass=200) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*8, /datum/material/glass=SMALL_MATERIAL_AMOUNT * 2) attachable = TRUE var/scanning = FALSE diff --git a/code/modules/assembly/igniter.dm b/code/modules/assembly/igniter.dm index 783f67c35d5f..061de2a5f920 100644 --- a/code/modules/assembly/igniter.dm +++ b/code/modules/assembly/igniter.dm @@ -7,7 +7,7 @@ name = "igniter" desc = "A small electronic device able to ignite combustible substances." icon_state = "igniter" - custom_materials = list(/datum/material/iron=500, /datum/material/glass=50) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*5, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5) var/datum/effect_system/spark_spread/sparks heat = 1000 drop_sound = 'sound/items/handling/component_drop.ogg' @@ -58,7 +58,7 @@ name = "condenser" desc = "A small electronic device able to chill their surroundings." icon_state = "freezer" - custom_materials = list(/datum/material/iron=250, /datum/material/glass=300) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*2.5, /datum/material/glass=SMALL_MATERIAL_AMOUNT * 3) heat = 200 /obj/item/assembly/igniter/condenser/activate() diff --git a/code/modules/assembly/infrared.dm b/code/modules/assembly/infrared.dm index 75ffdfe2413f..ce13f09a40c5 100644 --- a/code/modules/assembly/infrared.dm +++ b/code/modules/assembly/infrared.dm @@ -2,7 +2,7 @@ name = "infrared emitter" desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted." icon_state = "infrared" - custom_materials = list(/datum/material/iron=1000, /datum/material/glass=500) + custom_materials = list(/datum/material/iron=HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass=SMALL_MATERIAL_AMOUNT*5) is_position_sensitive = TRUE drop_sound = 'sound/items/handling/component_drop.ogg' pickup_sound = 'sound/items/handling/component_pickup.ogg' diff --git a/code/modules/assembly/mousetrap.dm b/code/modules/assembly/mousetrap.dm index 4ab9cb938205..b71388e13cbf 100644 --- a/code/modules/assembly/mousetrap.dm +++ b/code/modules/assembly/mousetrap.dm @@ -3,7 +3,7 @@ desc = "A handy little spring-loaded trap for catching pesty rodents." icon_state = "mousetrap" inhand_icon_state = "mousetrap" - custom_materials = list(/datum/material/iron=100) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT) attachable = TRUE var/armed = FALSE drop_sound = 'sound/items/handling/component_drop.ogg' diff --git a/code/modules/assembly/proximity.dm b/code/modules/assembly/proximity.dm index dea36fad9d0a..5b6bf3066876 100644 --- a/code/modules/assembly/proximity.dm +++ b/code/modules/assembly/proximity.dm @@ -2,7 +2,7 @@ name = "proximity sensor" desc = "Used for scanning and alerting when someone enters a certain proximity." icon_state = "prox" - custom_materials = list(/datum/material/iron=800, /datum/material/glass=200) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*8, /datum/material/glass=SMALL_MATERIAL_AMOUNT * 2) attachable = TRUE drop_sound = 'sound/items/handling/component_drop.ogg' pickup_sound = 'sound/items/handling/component_pickup.ogg' diff --git a/code/modules/assembly/signaler.dm b/code/modules/assembly/signaler.dm index 9dca6ece811b..de9a27404972 100644 --- a/code/modules/assembly/signaler.dm +++ b/code/modules/assembly/signaler.dm @@ -5,7 +5,7 @@ inhand_icon_state = "signaler" lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi' - custom_materials = list(/datum/material/iron=400, /datum/material/glass=120) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 4, /datum/material/glass=SMALL_MATERIAL_AMOUNT*1.2) attachable = TRUE drop_sound = 'sound/items/handling/component_drop.ogg' pickup_sound = 'sound/items/handling/component_pickup.ogg' diff --git a/code/modules/assembly/timer.dm b/code/modules/assembly/timer.dm index 6b8244f54ff0..1619f080abbe 100644 --- a/code/modules/assembly/timer.dm +++ b/code/modules/assembly/timer.dm @@ -2,7 +2,7 @@ name = "timer" desc = "Used to time things. Works well with contraptions which has to count down. Tick tock." icon_state = "timer" - custom_materials = list(/datum/material/iron=500, /datum/material/glass=50) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*5, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5) attachable = TRUE drop_sound = 'sound/items/handling/component_drop.ogg' pickup_sound = 'sound/items/handling/component_pickup.ogg' diff --git a/code/modules/assembly/voice.dm b/code/modules/assembly/voice.dm index d0f3d1c1499a..e6992c7b0795 100644 --- a/code/modules/assembly/voice.dm +++ b/code/modules/assembly/voice.dm @@ -7,7 +7,7 @@ name = "voice analyzer" desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated." icon_state = "voice" - custom_materials = list(/datum/material/iron=500, /datum/material/glass=50) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*5, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5) attachable = TRUE verb_say = "beeps" verb_ask = "beeps" diff --git a/code/modules/atmospherics/machinery/components/tank.dm b/code/modules/atmospherics/machinery/components/tank.dm index 32d26a2bd446..5712a1f0c67f 100644 --- a/code/modules/atmospherics/machinery/components/tank.dm +++ b/code/modules/atmospherics/machinery/components/tank.dm @@ -12,7 +12,7 @@ density = TRUE layer = ABOVE_WINDOW_LAYER - custom_materials = list(/datum/material/iron = TANK_PLATING_SHEETS * MINERAL_MATERIAL_AMOUNT) // plasteel is not a material to prevent two bugs: one where the default pressure is 1.5 times higher as plasteel's material modifier is added, and a second one where the tank names could be "plasteel plasteel" tanks + custom_materials = list(/datum/material/iron = TANK_PLATING_SHEETS * SHEET_MATERIAL_AMOUNT) // plasteel is not a material to prevent two bugs: one where the default pressure is 1.5 times higher as plasteel's material modifier is added, and a second one where the tank names could be "plasteel plasteel" tanks material_flags = MATERIAL_EFFECTS | MATERIAL_GREYSCALE | MATERIAL_ADD_PREFIX | MATERIAL_AFFECT_STATISTICS pipe_flags = PIPING_ONE_PER_TURF @@ -436,7 +436,7 @@ icon_state = "frame" anchored = FALSE density = TRUE - custom_materials = list(/datum/material/alloy/plasteel = 4 * MINERAL_MATERIAL_AMOUNT) + custom_materials = list(/datum/material/alloy/plasteel = 4 * SHEET_MATERIAL_AMOUNT) var/construction_state = TANK_FRAME var/datum/material/material_end_product @@ -462,7 +462,7 @@ /obj/structure/tank_frame/deconstruct(disassembled) if(disassembled) for(var/datum/material/mat as anything in custom_materials) - new mat.sheet_type(drop_location(), custom_materials[mat] / MINERAL_MATERIAL_AMOUNT) + new mat.sheet_type(drop_location(), custom_materials[mat] / SHEET_MATERIAL_AMOUNT) return ..() /obj/structure/tank_frame/update_icon(updates) @@ -561,7 +561,7 @@ if(!isturf(build_location)) return var/obj/machinery/atmospherics/components/tank/new_tank = new(build_location) - var/list/new_custom_materials = list((material_end_product) = TANK_PLATING_SHEETS * MINERAL_MATERIAL_AMOUNT) + var/list/new_custom_materials = list((material_end_product) = TANK_PLATING_SHEETS * SHEET_MATERIAL_AMOUNT) new_tank.set_custom_materials(new_custom_materials) new_tank.on_construction(user, new_tank.pipe_color, new_tank.piping_layer) to_chat(user, span_notice("[new_tank] has been sealed and is ready to accept gases.")) diff --git a/code/modules/awaymissions/super_secret_room.dm b/code/modules/awaymissions/super_secret_room.dm index d4888cbaf0ba..78d0b78150c6 100644 --- a/code/modules/awaymissions/super_secret_room.dm +++ b/code/modules/awaymissions/super_secret_room.dm @@ -123,7 +123,7 @@ icon = 'icons/obj/economy.dmi' icon_state = "rupee" w_class = WEIGHT_CLASS_SMALL - custom_materials = list(/datum/material/glass = 500) + custom_materials = list(/datum/material/glass = SMALL_MATERIAL_AMOUNT*5) /obj/item/rupee/Initialize(mapload) . = ..() diff --git a/code/modules/cargo/exports/materials.dm b/code/modules/cargo/exports/materials.dm index da4112a66655..c22874dc0687 100644 --- a/code/modules/cargo/exports/materials.dm +++ b/code/modules/cargo/exports/materials.dm @@ -1,7 +1,7 @@ /datum/export/material - cost = 5 // Cost per MINERAL_MATERIAL_AMOUNT, which is 2000cm3 as of April 2016. + cost = 5 // Cost per SHEET_MATERIAL_AMOUNT, which is 2000cm3 as of April 2016. message = "cm3 of developer's tears. Please, report this on github" - amount_report_multiplier = MINERAL_MATERIAL_AMOUNT + amount_report_multiplier = SHEET_MATERIAL_AMOUNT var/material_id = null export_types = list( /obj/item/stack/sheet/mineral, /obj/item/stack/tile/mineral, @@ -25,7 +25,7 @@ if(istype(I, /obj/item/stack/ore)) amount *= 0.8 // Station's ore redemption equipment is really goddamn good. - return round(amount / MINERAL_MATERIAL_AMOUNT) + return round(amount / SHEET_MATERIAL_AMOUNT) // Materials. Nothing but plasma is really worth selling. Better leave it all to RnD and sell some plasma instead. diff --git a/code/modules/clothing/glasses/_glasses.dm b/code/modules/clothing/glasses/_glasses.dm index adfb9fe96bc9..17640521c674 100644 --- a/code/modules/clothing/glasses/_glasses.dm +++ b/code/modules/clothing/glasses/_glasses.dm @@ -10,7 +10,7 @@ strip_delay = 20 equip_delay_other = 25 resistance_flags = NONE - custom_materials = list(/datum/material/glass = 250) + custom_materials = list(/datum/material/glass = SMALL_MATERIAL_AMOUNT*2.5) gender = PLURAL var/vision_flags = 0 var/invis_view = SEE_INVISIBLE_LIVING // Admin only for now @@ -404,7 +404,7 @@ inhand_icon_state = "welding-g" actions_types = list(/datum/action/item_action/toggle) flash_protect = FLASH_PROTECTION_WELDER - custom_materials = list(/datum/material/iron = 250) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*2.5) tint = 2 visor_vars_to_toggle = VISOR_FLASHPROTECT | VISOR_TINT flags_cover = GLASSESCOVERSEYES diff --git a/code/modules/clothing/gloves/special.dm b/code/modules/clothing/gloves/special.dm index 22aa4e6c305a..6ba1797ac02f 100644 --- a/code/modules/clothing/gloves/special.dm +++ b/code/modules/clothing/gloves/special.dm @@ -129,7 +129,7 @@ siemens_coefficient = 0.8 armor_type = /datum/armor/tinker_gloves clothing_traits = list(TRAIT_QUICK_BUILD) - custom_materials = list(/datum/material/iron=2000, /datum/material/silver=1500, /datum/material/gold = 1000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT, /datum/material/silver=HALF_SHEET_MATERIAL_AMOUNT*1.5, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT) resistance_flags = NONE /datum/armor/tinker_gloves diff --git a/code/modules/clothing/head/hardhat.dm b/code/modules/clothing/head/hardhat.dm index 464a74989d10..f147e2d450b8 100644 --- a/code/modules/clothing/head/hardhat.dm +++ b/code/modules/clothing/head/hardhat.dm @@ -86,7 +86,7 @@ inhand_icon_state = null light_outer_range = 5 resistance_flags = FIRE_PROOF | ACID_PROOF - custom_materials = list(/datum/material/iron = 4000, /datum/material/glass = 1000, /datum/material/plastic = 3000, /datum/material/silver = 500) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT*1.5, /datum/material/silver = SMALL_MATERIAL_AMOUNT*5) hat_type = "purple" /obj/item/clothing/head/utility/hardhat/white diff --git a/code/modules/clothing/head/welding.dm b/code/modules/clothing/head/welding.dm index 4d7f82f6cc73..4a9b73d7d823 100644 --- a/code/modules/clothing/head/welding.dm +++ b/code/modules/clothing/head/welding.dm @@ -6,7 +6,7 @@ inhand_icon_state = "welding" lefthand_file = 'icons/mob/inhands/clothing/masks_lefthand.dmi' righthand_file = 'icons/mob/inhands/clothing/masks_righthand.dmi' - custom_materials = list(/datum/material/iron=1750, /datum/material/glass=400) + custom_materials = list(/datum/material/iron=HALF_SHEET_MATERIAL_AMOUNT*1.75, /datum/material/glass=SMALL_MATERIAL_AMOUNT * 4) flash_protect = FLASH_PROTECTION_WELDER tint = 2 armor_type = /datum/armor/utility_welding diff --git a/code/modules/clothing/masks/gasmask.dm b/code/modules/clothing/masks/gasmask.dm index e8f00faa9f7d..08cd51942f20 100644 --- a/code/modules/clothing/masks/gasmask.dm +++ b/code/modules/clothing/masks/gasmask.dm @@ -148,7 +148,7 @@ GLOBAL_LIST_INIT(clown_mask_options, list( desc = "A gas mask with built-in welding goggles and a face shield. Looks like a skull - clearly designed by a nerd." icon_state = "weldingmask" flash_protect = FLASH_PROTECTION_WELDER - custom_materials = list(/datum/material/iron=4000, /datum/material/glass=2000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2, /datum/material/glass=SHEET_MATERIAL_AMOUNT) tint = 2 armor_type = /datum/armor/gas_welding actions_types = list(/datum/action/item_action/toggle) @@ -355,7 +355,7 @@ GLOBAL_LIST_INIT(clown_mask_options, list( desc = "A creepy wooden mask. Surprisingly expressive for a poorly carved bit of wood." icon_state = "tiki_eyebrow" inhand_icon_state = null - custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 1.25) + custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 1.25) resistance_flags = FLAMMABLE has_fov = FALSE flags_cover = MASKCOVERSEYES diff --git a/code/modules/clothing/neck/_neck.dm b/code/modules/clothing/neck/_neck.dm index 070b3fc450c7..c8182bcef185 100644 --- a/code/modules/clothing/neck/_neck.dm +++ b/code/modules/clothing/neck/_neck.dm @@ -373,7 +373,7 @@ icon_state = "beads" color = "#ffffff" custom_price = PAYCHECK_CREW * 0.2 - custom_materials = (list(/datum/material/plastic = 500)) + custom_materials = (list(/datum/material/plastic = SMALL_MATERIAL_AMOUNT*5)) /obj/item/clothing/neck/beads/Initialize(mapload) . = ..() diff --git a/code/modules/clothing/shoes/bananashoes.dm b/code/modules/clothing/shoes/bananashoes.dm index ed7f56e0fbe3..198e50bca1f4 100644 --- a/code/modules/clothing/shoes/bananashoes.dm +++ b/code/modules/clothing/shoes/bananashoes.dm @@ -10,14 +10,14 @@ /// If TRUE, we will always have the noslip trait no matter whether they're on or off var/always_noslip = FALSE /// How many materials we consume per banana created - var/material_per_banana = 100 + var/material_per_banana =SMALL_MATERIAL_AMOUNT /// Typepath of created banana var/banana_type = /obj/item/grown/bananapeel/specialpeel /obj/item/clothing/shoes/clown_shoes/banana_shoes/Initialize(mapload) . = ..() AddElement(/datum/element/update_icon_updates_onmob, ITEM_SLOT_FEET) - AddComponent(/datum/component/material_container, list(/datum/material/bananium), 100 * MINERAL_MATERIAL_AMOUNT, MATCONTAINER_EXAMINE|MATCONTAINER_ANY_INTENT|MATCONTAINER_SILENT, allowed_items=/obj/item/stack) + AddComponent(/datum/component/material_container, list(/datum/material/bananium), 100 * SHEET_MATERIAL_AMOUNT, MATCONTAINER_EXAMINE|MATCONTAINER_ANY_INTENT|MATCONTAINER_SILENT, allowed_items=/obj/item/stack) AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 75, falloff_exponent = 20) RegisterSignal(src, COMSIG_SHOES_STEP_ACTION, PROC_REF(on_step)) if(always_noslip) diff --git a/code/modules/clothing/shoes/sandals.dm b/code/modules/clothing/shoes/sandals.dm index 4f2b7a3b5a66..f6c867bca7ae 100644 --- a/code/modules/clothing/shoes/sandals.dm +++ b/code/modules/clothing/shoes/sandals.dm @@ -3,7 +3,7 @@ name = "sandals" icon_state = "wizard" inhand_icon_state = "wizshoe" - custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 0.5) + custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 0.5) resistance_flags = FLAMMABLE strip_delay = 5 equip_delay_other = 50 diff --git a/code/modules/clothing/suits/reactive_armour_dimensional_themes.dm b/code/modules/clothing/suits/reactive_armour_dimensional_themes.dm index ca5da1696303..f66b23b1261f 100644 --- a/code/modules/clothing/suits/reactive_armour_dimensional_themes.dm +++ b/code/modules/clothing/suits/reactive_armour_dimensional_themes.dm @@ -83,7 +83,7 @@ to_convert.ChangeTurf(replace_wall) if (material) - var/list/custom_materials = list(GET_MATERIAL_REF(material) = MINERAL_MATERIAL_AMOUNT) + var/list/custom_materials = list(GET_MATERIAL_REF(material) = SHEET_MATERIAL_AMOUNT) to_convert.set_custom_materials(custom_materials) /** @@ -103,7 +103,7 @@ var/to_place = rand(MIN_BARRIERS, MAX_BARRIERS) var/list/custom_materials = list() if (material) - custom_materials = list(GET_MATERIAL_REF(material) = MINERAL_MATERIAL_AMOUNT) + custom_materials = list(GET_MATERIAL_REF(material) = SHEET_MATERIAL_AMOUNT) while (target_area.len > 0 && to_place > 0) var/turf/place_turf = pick(target_area) diff --git a/code/modules/clothing/under/accessories.dm b/code/modules/clothing/under/accessories.dm index 6f285b313821..a10cabfaf065 100755 --- a/code/modules/clothing/under/accessories.dm +++ b/code/modules/clothing/under/accessories.dm @@ -134,7 +134,7 @@ name = "bronze medal" desc = "A bronze medal." icon_state = "bronze" - custom_materials = list(/datum/material/iron=1000) + custom_materials = list(/datum/material/iron=HALF_SHEET_MATERIAL_AMOUNT) resistance_flags = FIRE_PROOF var/medaltype = "medal" //Sprite used for medalbox var/commended = FALSE @@ -203,7 +203,7 @@ desc = "A silver medal." icon_state = "silver" medaltype = "medal-silver" - custom_materials = list(/datum/material/silver=1000) + custom_materials = list(/datum/material/silver=HALF_SHEET_MATERIAL_AMOUNT) /obj/item/clothing/accessory/medal/silver/valor name = "medal of valor" @@ -226,7 +226,7 @@ desc = "A prestigious golden medal." icon_state = "gold" medaltype = "medal-gold" - custom_materials = list(/datum/material/gold=1000) + custom_materials = list(/datum/material/gold=HALF_SHEET_MATERIAL_AMOUNT) /obj/item/clothing/accessory/medal/med_medal name = "exemplary performance medal" @@ -253,7 +253,7 @@ icon_state = "plasma" medaltype = "medal-plasma" armor_type = /datum/armor/medal_plasma - custom_materials = list(/datum/material/plasma=1000) + custom_materials = list(/datum/material/plasma=HALF_SHEET_MATERIAL_AMOUNT) /datum/armor/medal_plasma fire = -10 diff --git a/code/modules/experisci/handheld_scanner.dm b/code/modules/experisci/handheld_scanner.dm index 490d4da8ff72..97aa034afa14 100644 --- a/code/modules/experisci/handheld_scanner.dm +++ b/code/modules/experisci/handheld_scanner.dm @@ -51,7 +51,7 @@ ///The toilet we're about to unleash unto this cursed plane of existence var/obj/structure/toilet/greyscale/result_toilet = new (drop_location()) - result_toilet.set_custom_materials(list(GET_MATERIAL_REF(/datum/material/meat/mob_meat, user) = MINERAL_MATERIAL_AMOUNT)) + result_toilet.set_custom_materials(list(GET_MATERIAL_REF(/datum/material/meat/mob_meat, user) = SHEET_MATERIAL_AMOUNT)) result_toilet.desc = "A horrendous mass of fused flesh resembling a standard-issue HT-451 model toilet. How it manages to function as one is beyond you. \ This one seems to be made out of the flesh of a devoted employee of the RnD department." result_toilet.buildstacktype = /obj/effect/decal/remains/human //this also prevents the toilet from dropping meat sheets. if you want to cheese the meat exepriments, sacrifice more people diff --git a/code/modules/food_and_drinks/machinery/gibber.dm b/code/modules/food_and_drinks/machinery/gibber.dm index 96c3b8bbb0f0..3b474d0ff6f8 100644 --- a/code/modules/food_and_drinks/machinery/gibber.dm +++ b/code/modules/food_and_drinks/machinery/gibber.dm @@ -190,7 +190,7 @@ for (var/i=1 to meat_produced) var/obj/item/food/meat/slab/newmeat = new typeofmeat newmeat.name = "[sourcename] [newmeat.name]" - newmeat.set_custom_materials(list(GET_MATERIAL_REF(/datum/material/meat/mob_meat, occupant) = 4 * MINERAL_MATERIAL_AMOUNT)) + newmeat.set_custom_materials(list(GET_MATERIAL_REF(/datum/material/meat/mob_meat, occupant) = 4 * SHEET_MATERIAL_AMOUNT)) if(istype(newmeat)) newmeat.subjectname = sourcename newmeat.reagents.add_reagent (/datum/reagent/consumable/nutriment, sourcenutriment / meat_produced) // Thehehe. Fat guys go first diff --git a/code/modules/food_and_drinks/machinery/stove.dm b/code/modules/food_and_drinks/machinery/stove.dm index 85a93868ed57..db5e0bb63c8b 100644 --- a/code/modules/food_and_drinks/machinery/stove.dm +++ b/code/modules/food_and_drinks/machinery/stove.dm @@ -36,7 +36,7 @@ amount_per_transfer_from_this = 50 amount_list_position = 2 reagent_flags = REFILLABLE | DRAINABLE - custom_materials = list(/datum/material/iron = 5000) + custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5) w_class = WEIGHT_CLASS_BULKY custom_price = PAYCHECK_LOWER * 8 fill_icon_thresholds = null diff --git a/code/modules/food_and_drinks/pizzabox.dm b/code/modules/food_and_drinks/pizzabox.dm index 4e109eed817f..7c0b9b346d36 100644 --- a/code/modules/food_and_drinks/pizzabox.dm +++ b/code/modules/food_and_drinks/pizzabox.dm @@ -15,7 +15,7 @@ inhand_icon_state = "pizzabox" lefthand_file = 'icons/mob/inhands/items/food_lefthand.dmi' righthand_file = 'icons/mob/inhands/items/food_righthand.dmi' - custom_materials = list(/datum/material/cardboard = 2000) + custom_materials = list(/datum/material/cardboard =SHEET_MATERIAL_AMOUNT) var/open = FALSE var/can_open_on_fall = TRUE //if FALSE, this pizza box will never open if it falls from a stack diff --git a/code/modules/hydroponics/hydroitemdefines.dm b/code/modules/hydroponics/hydroitemdefines.dm index 483e8ab772c3..434666ff7546 100644 --- a/code/modules/hydroponics/hydroitemdefines.dm +++ b/code/modules/hydroponics/hydroitemdefines.dm @@ -10,7 +10,7 @@ righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' w_class = WEIGHT_CLASS_TINY slot_flags = ITEM_SLOT_BELT - custom_materials = list(/datum/material/iron = 30, /datum/material/glass = 20) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*0.3, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.2) /obj/item/plant_analyzer/Initialize(mapload) . = ..() @@ -425,7 +425,7 @@ force = 5 throwforce = 7 w_class = WEIGHT_CLASS_SMALL - custom_materials = list(/datum/material/iron=50) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*0.5) attack_verb_continuous = list("slashes", "slices", "cuts", "claws") attack_verb_simple = list("slash", "slice", "cut", "claw") hitsound = 'sound/weapons/bladeslice.ogg' @@ -441,7 +441,7 @@ attack_verb_continuous = list("slashes", "slices", "bashes", "claws") attack_verb_simple = list("slash", "slice", "bash", "claw") hitsound = null - custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 1.5) + custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 1.5) resistance_flags = FLAMMABLE flags_1 = NONE @@ -479,7 +479,7 @@ throw_speed = 4 throw_range = 7 embedding = list("pain_mult" = 4, "embed_chance" = 35, "fall_chance" = 10) - custom_materials = list(/datum/material/iron = 15000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*7.5) attack_verb_continuous = list("chops", "tears", "lacerates", "cuts") attack_verb_simple = list("chop", "tear", "lacerate", "cut") hitsound = 'sound/weapons/bladeslice.ogg' @@ -500,7 +500,7 @@ /obj/item/hatchet/wooden desc = "A crude axe blade upon a short wooden handle." icon_state = "woodhatchet" - custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 1) + custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 1) resistance_flags = FLAMMABLE flags_1 = NONE @@ -579,7 +579,7 @@ throwforce = 6 w_class = WEIGHT_CLASS_SMALL slot_flags = ITEM_SLOT_BELT - custom_materials = list(/datum/material/iron=4000) + custom_materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT*2) attack_verb_continuous = list("slashes", "slices", "cuts", "claws") attack_verb_simple = list("slash", "slice", "cut", "claw") hitsound = 'sound/weapons/bladeslice.ogg' @@ -609,7 +609,7 @@ throwforce = 8 w_class = WEIGHT_CLASS_SMALL slot_flags = ITEM_SLOT_BELT - custom_materials = list(/datum/material/iron=4000, /datum/material/uranium=1500, /datum/material/gold=500) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/uranium=HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/gold=SMALL_MATERIAL_AMOUNT*5) attack_verb_continuous = list("slashes", "slices", "cuts") attack_verb_simple = list("slash", "slice", "cut") hitsound = 'sound/weapons/bladeslice.ogg' diff --git a/code/modules/industrial_lift/tram/tram_walls.dm b/code/modules/industrial_lift/tram/tram_walls.dm index 4e06eab1bac3..f52e75c23bba 100644 --- a/code/modules/industrial_lift/tram/tram_walls.dm +++ b/code/modules/industrial_lift/tram/tram_walls.dm @@ -109,7 +109,7 @@ explosion_block = 0 //gold is a soft metal you dingus. smoothing_groups = SMOOTH_GROUP_GOLD_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_GOLD_WALLS - custom_materials = list(/datum/material/gold = 4000) + custom_materials = list(/datum/material/gold = SHEET_MATERIAL_AMOUNT*2) /obj/structure/tramwall/silver name = "silver wall" @@ -122,7 +122,7 @@ smoothing_flags = SMOOTH_BITMASK smoothing_groups = SMOOTH_GROUP_SILVER_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_SILVER_WALLS - custom_materials = list(/datum/material/silver = 4000) + custom_materials = list(/datum/material/silver = SHEET_MATERIAL_AMOUNT*2) /obj/structure/tramwall/diamond name = "diamond wall" @@ -138,7 +138,7 @@ smoothing_flags = SMOOTH_BITMASK smoothing_groups = SMOOTH_GROUP_DIAMOND_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_DIAMOND_WALLS - custom_materials = list(/datum/material/diamond = 4000) + custom_materials = list(/datum/material/diamond = SHEET_MATERIAL_AMOUNT*2) /obj/structure/tramwall/bananium name = "bananium wall" @@ -151,7 +151,7 @@ smoothing_flags = SMOOTH_BITMASK smoothing_groups = SMOOTH_GROUP_BANANIUM_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_BANANIUM_WALLS - custom_materials = list(/datum/material/bananium = 4000) + custom_materials = list(/datum/material/bananium = SHEET_MATERIAL_AMOUNT*2) /obj/structure/tramwall/sandstone name = "sandstone wall" @@ -165,7 +165,7 @@ smoothing_flags = SMOOTH_BITMASK smoothing_groups = SMOOTH_GROUP_SANDSTONE_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_SANDSTONE_WALLS - custom_materials = list(/datum/material/sandstone = 4000) + custom_materials = list(/datum/material/sandstone = SHEET_MATERIAL_AMOUNT*2) /obj/structure/tramwall/uranium article = "a" @@ -179,7 +179,7 @@ smoothing_flags = SMOOTH_BITMASK smoothing_groups = SMOOTH_GROUP_URANIUM_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_URANIUM_WALLS - custom_materials = list(/datum/material/uranium = 4000) + custom_materials = list(/datum/material/uranium = SHEET_MATERIAL_AMOUNT*2) /// Mutex to prevent infinite recursion when propagating radiation pulses var/active = null @@ -224,7 +224,7 @@ smoothing_flags = SMOOTH_BITMASK smoothing_groups = SMOOTH_GROUP_PLASMA_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_PLASMA_WALLS - custom_materials = list(/datum/material/plasma = 4000) + custom_materials = list(/datum/material/plasma = SHEET_MATERIAL_AMOUNT*2) /obj/structure/tramwall/wood name = "wooden wall" @@ -238,7 +238,7 @@ smoothing_flags = SMOOTH_BITMASK smoothing_groups = SMOOTH_GROUP_WOOD_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_WOOD_WALLS - custom_materials = list(/datum/material/wood = 4000) + custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT*2) /obj/structure/tramwall/wood/attackby(obj/item/W, mob/user) if(W.get_sharpness() && W.force) @@ -272,7 +272,7 @@ smoothing_flags = SMOOTH_BITMASK smoothing_groups = SMOOTH_GROUP_IRON_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_IRON_WALLS - custom_materials = list(/datum/material/iron = 5000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2.5) /obj/structure/tramwall/abductor name = "alien wall" @@ -287,7 +287,7 @@ smoothing_flags = SMOOTH_BITMASK smoothing_groups = SMOOTH_GROUP_ABDUCTOR_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS canSmoothWith = SMOOTH_GROUP_ABDUCTOR_WALLS - custom_materials = list(/datum/material/alloy/alien = 4000) + custom_materials = list(/datum/material/alloy/alien = SHEET_MATERIAL_AMOUNT*2) /obj/structure/tramwall/material name = "wall" @@ -306,7 +306,7 @@ new girder_type(loc) for(var/material in custom_materials) var/datum/material/material_datum = material - new material_datum.sheet_type(loc, FLOOR(custom_materials[material_datum] / MINERAL_MATERIAL_AMOUNT, 1)) + new material_datum.sheet_type(loc, FLOOR(custom_materials[material_datum] / SHEET_MATERIAL_AMOUNT, 1)) qdel(src) /obj/structure/tramwall/material/mat_update_desc(mat) diff --git a/code/modules/mapfluff/ruins/lavalandruin_code/elephantgraveyard.dm b/code/modules/mapfluff/ruins/lavalandruin_code/elephantgraveyard.dm index 992417b61b13..e17542f3a1fb 100644 --- a/code/modules/mapfluff/ruins/lavalandruin_code/elephantgraveyard.dm +++ b/code/modules/mapfluff/ruins/lavalandruin_code/elephantgraveyard.dm @@ -6,7 +6,7 @@ impressiveness = 18 // Carved from the bones of a massive creature, it's going to be a specticle to say the least layer = ABOVE_ALL_MOB_LAYER plane = ABOVE_GAME_PLANE - custom_materials = list(/datum/material/bone=MINERAL_MATERIAL_AMOUNT*5) + custom_materials = list(/datum/material/bone=SHEET_MATERIAL_AMOUNT*5) abstract_type = /obj/structure/statue/bone /obj/structure/statue/bone/Initialize(mapload) @@ -17,7 +17,7 @@ /obj/structure/statue/bone/rib name = "colossal rib" desc = "It's staggering to think that something this big could have lived, let alone died." - custom_materials = list(/datum/material/bone=MINERAL_MATERIAL_AMOUNT*4) + custom_materials = list(/datum/material/bone=SHEET_MATERIAL_AMOUNT*4) icon = 'icons/obj/art/statuelarge.dmi' icon_state = "rib" icon_preview = 'icons/obj/previews.dmi' @@ -26,7 +26,7 @@ /obj/structure/statue/bone/skull name = "colossal skull" desc = "The gaping maw of a dead, titanic monster." - custom_materials = list(/datum/material/bone=MINERAL_MATERIAL_AMOUNT*12) + custom_materials = list(/datum/material/bone=SHEET_MATERIAL_AMOUNT*12) icon = 'icons/obj/art/statuelarge.dmi' icon_state = "skull" icon_preview = 'icons/obj/previews.dmi' @@ -34,7 +34,7 @@ /obj/structure/statue/bone/skull/half desc = "The gaping maw of a dead, titanic monster. This one is cracked in half." - custom_materials = list(/datum/material/bone=MINERAL_MATERIAL_AMOUNT*6) + custom_materials = list(/datum/material/bone=SHEET_MATERIAL_AMOUNT*6) icon = 'icons/obj/art/statuelarge.dmi' icon_state = "skull-half" icon_preview = 'icons/obj/previews.dmi' diff --git a/code/modules/mining/equipment/kinetic_crusher.dm b/code/modules/mining/equipment/kinetic_crusher.dm index 8f68b7589716..b902c47e5a21 100644 --- a/code/modules/mining/equipment/kinetic_crusher.dm +++ b/code/modules/mining/equipment/kinetic_crusher.dm @@ -14,7 +14,7 @@ throwforce = 5 throw_speed = 4 armour_penetration = 10 - custom_materials = list(/datum/material/iron=1150, /datum/material/glass=2075) + custom_materials = list(/datum/material/iron=HALF_SHEET_MATERIAL_AMOUNT*1.15, /datum/material/glass=HALF_SHEET_MATERIAL_AMOUNT*2.075) hitsound = 'sound/weapons/bladeslice.ogg' attack_verb_continuous = list("smashes", "crushes", "cleaves", "chops", "pulps") attack_verb_simple = list("smash", "crush", "cleave", "chop", "pulp") diff --git a/code/modules/mining/equipment/mining_tools.dm b/code/modules/mining/equipment/mining_tools.dm index 3161fcd976bc..4ec3f754e58c 100644 --- a/code/modules/mining/equipment/mining_tools.dm +++ b/code/modules/mining/equipment/mining_tools.dm @@ -12,7 +12,7 @@ lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi' w_class = WEIGHT_CLASS_BULKY - custom_materials = list(/datum/material/iron=2000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT) tool_behaviour = TOOL_MINING toolspeed = 1 usesound = list('sound/effects/picaxe1.ogg', 'sound/effects/picaxe2.ogg', 'sound/effects/picaxe3.ogg') @@ -43,7 +43,7 @@ throwforce = 7 slot_flags = ITEM_SLOT_BELT w_class = WEIGHT_CLASS_NORMAL - custom_materials = list(/datum/material/iron=1000) + custom_materials = list(/datum/material/iron=HALF_SHEET_MATERIAL_AMOUNT) /obj/item/pickaxe/silver name = "silver-plated pickaxe" @@ -113,7 +113,7 @@ toolspeed = 3 //3 times slower than a normal pickaxe slot_flags = ITEM_SLOT_BELT w_class = WEIGHT_CLASS_NORMAL - custom_materials = list(/datum/material/iron=12050) //metal needed for a crowbar and for a knife, why the FUCK does a knife cost 6 metal sheets while a crowbar costs 0.025 sheets? shit makes no sense fuck this + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6) //This number used to be insane and I'm just going to save your sanity and not tell you what it was. /obj/item/shovel name = "shovel" @@ -131,7 +131,7 @@ toolspeed = 1 usesound = 'sound/effects/shovel_dig.ogg' w_class = WEIGHT_CLASS_NORMAL - custom_materials = list(/datum/material/iron=50) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5) attack_verb_continuous = list("bashes", "bludgeons", "thrashes", "whacks") attack_verb_simple = list("bash", "bludgeon", "thrash", "whack") sharpness = SHARP_EDGED diff --git a/code/modules/mining/lavaland/tendril_loot.dm b/code/modules/mining/lavaland/tendril_loot.dm index 25183ce0da28..585fe6f38eb0 100644 --- a/code/modules/mining/lavaland/tendril_loot.dm +++ b/code/modules/mining/lavaland/tendril_loot.dm @@ -38,28 +38,28 @@ name = "Kinetic Accelerator Offensive Mining Explosion Mod" desc = "A device which causes kinetic accelerators to fire AoE blasts that destroy rock and damage creatures." id = "hyperaoemod" - materials = list(/datum/material/iron = 7000, /datum/material/glass = 3000, /datum/material/silver = 3000, /datum/material/gold = 3000, /datum/material/diamond = 4000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*3.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*1.5, /datum/material/silver =SHEET_MATERIAL_AMOUNT*1.5, /datum/material/gold =SHEET_MATERIAL_AMOUNT*1.5, /datum/material/diamond = SHEET_MATERIAL_AMOUNT*2) build_path = /obj/item/borg/upgrade/modkit/aoe/turfs/andmobs /datum/design/unique_modkit/rapid_repeater name = "Kinetic Accelerator Rapid Repeater Mod" desc = "A device which greatly reduces a kinetic accelerator's cooldown on striking a living target or rock, but greatly increases its base cooldown." id = "repeatermod" - materials = list(/datum/material/iron = 5000, /datum/material/glass = 5000, /datum/material/uranium = 8000, /datum/material/bluespace = 2000) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/uranium = SHEET_MATERIAL_AMOUNT*4, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/borg/upgrade/modkit/cooldown/repeater /datum/design/unique_modkit/resonator_blast name = "Kinetic Accelerator Resonator Blast Mod" desc = "A device which causes kinetic accelerators to fire shots that leave and detonate resonator blasts." id = "resonatormod" - materials = list(/datum/material/iron = 5000, /datum/material/glass = 5000, /datum/material/silver = 5000, /datum/material/uranium = 5000) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT*5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT*5, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT*5, /datum/material/uranium =SHEET_MATERIAL_AMOUNT * 2.5) build_path = /obj/item/borg/upgrade/modkit/resonator_blasts /datum/design/unique_modkit/bounty name = "Kinetic Accelerator Death Syphon Mod" desc = "A device which causes kinetic accelerators to permanently gain damage against creature types killed with it." id = "bountymod" - materials = list(/datum/material/iron = 4000, /datum/material/silver = 4000, /datum/material/gold = 4000, /datum/material/bluespace = 4000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/silver = SHEET_MATERIAL_AMOUNT*2, /datum/material/gold = SHEET_MATERIAL_AMOUNT*2, /datum/material/bluespace = SHEET_MATERIAL_AMOUNT*2) reagents_list = list(/datum/reagent/blood = 40) build_path = /obj/item/borg/upgrade/modkit/bounty diff --git a/code/modules/mining/machine_processing.dm b/code/modules/mining/machine_processing.dm index 13daabaffaaa..fe15d628fd2b 100644 --- a/code/modules/mining/machine_processing.dm +++ b/code/modules/mining/machine_processing.dm @@ -236,7 +236,7 @@ var/datum/material/mat = selected_material if(!mat) return - var/sheets_to_remove = (materials.materials[mat] >= (MINERAL_MATERIAL_AMOUNT * SMELT_AMOUNT * seconds_per_tick) ) ? SMELT_AMOUNT * seconds_per_tick : round(materials.materials[mat] / MINERAL_MATERIAL_AMOUNT) + var/sheets_to_remove = (materials.materials[mat] >= (SHEET_MATERIAL_AMOUNT * SMELT_AMOUNT * seconds_per_tick) ) ? SMELT_AMOUNT * seconds_per_tick : round(materials.materials[mat] / SHEET_MATERIAL_AMOUNT) if(!sheets_to_remove) on = FALSE else diff --git a/code/modules/mining/machine_redemption.dm b/code/modules/mining/machine_redemption.dm index d8a38bfdb6a4..2002f51e62bb 100644 --- a/code/modules/mining/machine_redemption.dm +++ b/code/modules/mining/machine_redemption.dm @@ -138,10 +138,9 @@ var/has_minerals = FALSE var/list/appended_list = list() - for(var/current_material in mat_container.materials) - var/datum/material/material_datum = current_material -// var/mineral_amount = mat_container.materials[current_material] / SHEET_MATERIAL_AMOUNT MONKESTATION EDIT CHANGE OLD // REQUIRES TG PR - var/mineral_amount = mat_container.materials[current_material] / MINERAL_MATERIAL_AMOUNT // MONKESTATION EDIT CHANGE NEW + for(var/mat in mat_container.materials) + var/datum/material/material_datum = mat + var/mineral_amount = mat_container.materials[mat] / SHEET_MATERIAL_AMOUNT if(mineral_amount) has_minerals = TRUE appended_list["[capitalize(material_datum.name)]"] = "[mineral_amount] sheets" @@ -236,7 +235,7 @@ if (mat_container) for(var/datum/material/material as anything in mat_container.materials) var/amount = mat_container.materials[material] - var/sheet_amount = amount / MINERAL_MATERIAL_AMOUNT + var/sheet_amount = amount / SHEET_MATERIAL_AMOUNT data["materials"] += list(list( "name" = material.name, "id" = REF(material), @@ -337,7 +336,7 @@ if(!amount) return - var/stored_amount = CEILING(amount / MINERAL_MATERIAL_AMOUNT, 0.1) + var/stored_amount = CEILING(amount / SHEET_MATERIAL_AMOUNT, 0.1) if(!stored_amount) return @@ -346,7 +345,7 @@ var/count = mat_container.retrieve_sheets(sheets_to_remove, mat, get_step(src, output_dir)) var/list/mats = list() - mats[mat] = MINERAL_MATERIAL_AMOUNT + mats[mat] = SHEET_MATERIAL_AMOUNT materials.silo_log(src, "released", -count, "sheets", mats) //Logging deleted for quick coding return TRUE diff --git a/code/modules/mining/machine_silo.dm b/code/modules/mining/machine_silo.dm index d596de6fc759..1f2f929ce46e 100644 --- a/code/modules/mining/machine_silo.dm +++ b/code/modules/mining/machine_silo.dm @@ -97,7 +97,7 @@ GLOBAL_LIST_EMPTY(silo_access_logs) for(var/M in materials.materials) var/datum/material/mat = M var/amount = materials.materials[M] - var/sheets = round(amount) / MINERAL_MATERIAL_AMOUNT + var/sheets = round(amount) / SHEET_MATERIAL_AMOUNT var/ref = REF(M) if (sheets) if (sheets >= 1) @@ -173,7 +173,7 @@ GLOBAL_LIST_EMPTY(silo_access_logs) var/datum/component/material_container/materials = GetComponent(/datum/component/material_container) var/count = materials.retrieve_sheets(text2num(href_list["eject_amt"]), eject_sheet, drop_location()) var/list/matlist = list() - matlist[eject_sheet] = MINERAL_MATERIAL_AMOUNT + matlist[eject_sheet] = SHEET_MATERIAL_AMOUNT * count silo_log(src, "ejected", -count, "sheets", matlist) return TRUE else if(href_list["page"]) diff --git a/code/modules/mining/ores_coins.dm b/code/modules/mining/ores_coins.dm index 70765a1c457f..206b292a5f3d 100644 --- a/code/modules/mining/ores_coins.dm +++ b/code/modules/mining/ores_coins.dm @@ -76,7 +76,7 @@ singular_name = "uranium ore chunk" points = 30 material_flags = NONE - mats_per_unit = list(/datum/material/uranium=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/uranium=SHEET_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/uranium mine_experience = 6 scan_state = "rock_Uranium" @@ -88,7 +88,7 @@ icon_state = "Iron ore" singular_name = "iron ore chunk" points = 1 - mats_per_unit = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/iron mine_experience = 1 scan_state = "rock_Iron" @@ -100,7 +100,7 @@ icon_state = "Glass ore" singular_name = "sand pile" points = 1 - mats_per_unit = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/glass=SHEET_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/glass w_class = WEIGHT_CLASS_TINY mine_experience = 0 //its sand @@ -144,7 +144,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ icon_state = "Plasma ore" singular_name = "plasma ore chunk" points = 15 - mats_per_unit = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/plasma=SHEET_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/plasma mine_experience = 5 scan_state = "rock_Plasma" @@ -161,7 +161,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ singular_name = "silver ore chunk" points = 16 mine_experience = 3 - mats_per_unit = list(/datum/material/silver=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/silver=SHEET_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/silver scan_state = "rock_Silver" spreadChance = 5 @@ -173,7 +173,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ singular_name = "gold ore chunk" points = 18 mine_experience = 5 - mats_per_unit = list(/datum/material/gold=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/gold=SHEET_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/gold scan_state = "rock_Gold" spreadChance = 5 @@ -184,7 +184,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ icon_state = "Diamond ore" singular_name = "diamond ore chunk" points = 50 - mats_per_unit = list(/datum/material/diamond=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/diamond=SHEET_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/diamond mine_experience = 10 scan_state = "rock_Diamond" @@ -195,7 +195,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ icon_state = "Bananium ore" singular_name = "bananium ore chunk" points = 60 - mats_per_unit = list(/datum/material/bananium=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/bananium=SHEET_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/bananium mine_experience = 15 scan_state = "rock_Bananium" @@ -206,7 +206,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ icon_state = "Titanium ore" singular_name = "titanium ore chunk" points = 50 - mats_per_unit = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT) + mats_per_unit = list(/datum/material/titanium=SHEET_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/titanium mine_experience = 3 scan_state = "rock_Titanium" @@ -341,7 +341,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ force = 1 throwforce = 2 w_class = WEIGHT_CLASS_TINY - custom_materials = list(/datum/material/iron = 400) + custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT*0.4) material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS var/string_attached var/list/sideslist = list("heads","tails") @@ -456,37 +456,37 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ return /obj/item/coin/gold - custom_materials = list(/datum/material/gold = 400) + custom_materials = list(/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT*0.4) /obj/item/coin/silver - custom_materials = list(/datum/material/silver = 400) + custom_materials = list(/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT*0.4) /obj/item/coin/diamond - custom_materials = list(/datum/material/diamond = 400) + custom_materials = list(/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT*0.4) /obj/item/coin/plasma - custom_materials = list(/datum/material/plasma = 400) + custom_materials = list(/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT*0.4) /obj/item/coin/uranium - custom_materials = list(/datum/material/uranium = 400) + custom_materials = list(/datum/material/uranium = HALF_SHEET_MATERIAL_AMOUNT*0.4) /obj/item/coin/titanium - custom_materials = list(/datum/material/titanium = 400) + custom_materials = list(/datum/material/titanium = HALF_SHEET_MATERIAL_AMOUNT*0.4) /obj/item/coin/bananium - custom_materials = list(/datum/material/bananium = 400) + custom_materials = list(/datum/material/bananium = HALF_SHEET_MATERIAL_AMOUNT*0.4) /obj/item/coin/adamantine - custom_materials = list(/datum/material/adamantine = 400) + custom_materials = list(/datum/material/adamantine = HALF_SHEET_MATERIAL_AMOUNT*0.4) /obj/item/coin/mythril - custom_materials = list(/datum/material/mythril = 400) + custom_materials = list(/datum/material/mythril = HALF_SHEET_MATERIAL_AMOUNT*0.4) /obj/item/coin/plastic - custom_materials = list(/datum/material/plastic = 400) + custom_materials = list(/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT*0.4) /obj/item/coin/runite - custom_materials = list(/datum/material/runite = 400) + custom_materials = list(/datum/material/runite = HALF_SHEET_MATERIAL_AMOUNT*0.4) /obj/item/coin/twoheaded desc = "Hey, this coin's the same on both sides!" @@ -496,7 +496,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ name = "antag token" desc = "A novelty coin that helps the heart know what hard evidence cannot prove." icon_state = "coin_valid" - custom_materials = list(/datum/material/plastic = 400) + custom_materials = list(/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT*0.4) sideslist = list("valid", "salad") heads_name = "valid" material_flags = NONE @@ -505,7 +505,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ /obj/item/coin/iron /obj/item/coin/gold/debug - custom_materials = list(/datum/material/gold = 400) + custom_materials = list(/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT*0.4) desc = "If you got this somehow, be aware that it will dust you. Almost certainly." /obj/item/coin/gold/debug/attack_self(mob/user) @@ -543,7 +543,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ name = "eldritch coin" desc = "Everytime it lands it bolts or opens doors, except for you." icon_state = "coin_heretic" - custom_materials = list(/datum/material/diamond = 1000, /datum/material/plasma = 1000) + custom_materials = list(/datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT) sideslist = list("heretic", "blade") heads_name = "heretic" has_action = TRUE diff --git a/code/modules/mob/living/basic/pets/dog/_dog.dm b/code/modules/mob/living/basic/pets/dog/_dog.dm index 474a092d10f7..f82caad827e7 100644 --- a/code/modules/mob/living/basic/pets/dog/_dog.dm +++ b/code/modules/mob/living/basic/pets/dog/_dog.dm @@ -74,7 +74,7 @@ w_class = WEIGHT_CLASS_SMALL icon = 'icons/obj/food/meat.dmi' icon_state = "skeletonmeat" - custom_materials = list(/datum/material/bone = 2000 * 4) + custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 4) force = 3 throwforce = 5 attack_verb_continuous = list("attacks", "bashes", "batters", "bludgeons", "whacks") diff --git a/code/modules/mod/mod_core.dm b/code/modules/mod/mod_core.dm index b34bf669bb3c..7b05db451751 100644 --- a/code/modules/mod/mod_core.dm +++ b/code/modules/mod/mod_core.dm @@ -289,7 +289,7 @@ /// How much charge we are currently storing. var/charge = 10000 /// Associated list of charge sources and how much they charge, only stacks allowed. - var/list/charger_list = list(/obj/item/stack/ore/plasma = 1500, /obj/item/stack/sheet/mineral/plasma = 2000) + var/list/charger_list = list(/obj/item/stack/ore/plasma = 1500, /obj/item/stack/sheet/mineral/plasma =SHEET_MATERIAL_AMOUNT) /obj/item/mod/core/plasma/install(obj/item/mod/control/mod_unit) . = ..() diff --git a/code/modules/mod/modules/modules_security.dm b/code/modules/mod/modules/modules_security.dm index f0946248ce84..8669e7debe8d 100644 --- a/code/modules/mod/modules/modules_security.dm +++ b/code/modules/mod/modules/modules_security.dm @@ -18,8 +18,8 @@ /obj/item/mod/module/magnetic_harness/Initialize(mapload) . = ..() if(!guns_typecache) - guns_typecache = typecacheof(list(/obj/item/gun/ballistic, /obj/item/gun/energy, /obj/item/gun/grenadelauncher, /obj/item/gun/chem, /obj/item/gun/syringe)) - + guns_typecache = typecacheof(list(/obj/item/gun/ballistic, /obj/item/gun/energy, /obj/item/gun/grenadelauncher, /obj/item/gun/chem, /obj/item/gun/syringe, /obj/item/gun/microfusion)) +//monkestation edit on previous line: adds microfusion guns /obj/item/mod/module/magnetic_harness/on_install() already_allowed_guns = guns_typecache & mod.chestplate.allowed mod.chestplate.allowed |= guns_typecache diff --git a/code/modules/modular_computers/computers/item/pda.dm b/code/modules/modular_computers/computers/item/pda.dm index 57330af37c11..44ecdc5eeeb5 100644 --- a/code/modules/modular_computers/computers/item/pda.dm +++ b/code/modules/modular_computers/computers/item/pda.dm @@ -12,7 +12,7 @@ inhand_icon_state = "electronic" steel_sheet_cost = 2 - custom_materials = list(/datum/material/iron=300, /datum/material/glass=100, /datum/material/plastic=100) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass=SMALL_MATERIAL_AMOUNT, /datum/material/plastic=SMALL_MATERIAL_AMOUNT) interaction_flags_atom = INTERACT_ATOM_ALLOW_USER_LOCATION icon_state_menu = "menu" diff --git a/code/modules/paperwork/pen.dm b/code/modules/paperwork/pen.dm index fa2a5f69321f..6adcdd8a9551 100644 --- a/code/modules/paperwork/pen.dm +++ b/code/modules/paperwork/pen.dm @@ -22,7 +22,7 @@ w_class = WEIGHT_CLASS_TINY throw_speed = 3 throw_range = 7 - custom_materials = list(/datum/material/iron=10) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*0.1) pressure_resistance = 2 grind_results = list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1) var/colour = "#000000" //what colour the ink is! @@ -110,7 +110,7 @@ throwforce = 5 throw_speed = 4 colour = "#DC143C" - custom_materials = list(/datum/material/gold = 750) + custom_materials = list(/datum/material/gold = SMALL_MATERIAL_AMOUNT*7.5) sharpness = SHARP_EDGED resistance_flags = FIRE_PROOF unique_reskin = list("Oak" = "pen-fountain-o", @@ -338,7 +338,7 @@ worn_icon_state = "pen" force = 3 w_class = WEIGHT_CLASS_TINY - custom_materials = list(/datum/material/iron=10, /datum/material/diamond=100, /datum/material/titanium = 10) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.1, /datum/material/diamond=SMALL_MATERIAL_AMOUNT, /datum/material/titanium = SMALL_MATERIAL_AMOUNT*0.1) pressure_resistance = 2 grind_results = list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1) tool_behaviour = TOOL_MINING //For the classic "digging out of prison with a spoon but you're in space so this analogy doesn't work" situation. diff --git a/code/modules/paperwork/stamps.dm b/code/modules/paperwork/stamps.dm index 9934b45c5012..12caa3c003e1 100644 --- a/code/modules/paperwork/stamps.dm +++ b/code/modules/paperwork/stamps.dm @@ -8,7 +8,7 @@ w_class = WEIGHT_CLASS_TINY throw_speed = 3 throw_range = 7 - custom_materials = list(/datum/material/iron=60) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.6) pressure_resistance = 2 attack_verb_continuous = list("stamps") attack_verb_simple = list("stamp") diff --git a/code/modules/photography/camera/camera.dm b/code/modules/photography/camera/camera.dm index 2003fe122493..fb678facf85c 100644 --- a/code/modules/photography/camera/camera.dm +++ b/code/modules/photography/camera/camera.dm @@ -18,7 +18,7 @@ w_class = WEIGHT_CLASS_SMALL flags_1 = CONDUCT_1 slot_flags = ITEM_SLOT_NECK - custom_materials = list(/datum/material/iron = 50, /datum/material/glass = 150) + custom_materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT*1.5) custom_price = PAYCHECK_CREW * 2 var/flash_enabled = TRUE var/state_on = "camera" diff --git a/code/modules/photography/camera/film.dm b/code/modules/photography/camera/film.dm index 104cbad3bae3..6c3bf84ad20f 100644 --- a/code/modules/photography/camera/film.dm +++ b/code/modules/photography/camera/film.dm @@ -11,4 +11,4 @@ righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi' w_class = WEIGHT_CLASS_TINY resistance_flags = FLAMMABLE - custom_materials = list(/datum/material/iron = 10, /datum/material/glass = 10) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*0.1, /datum/material/glass = SMALL_MATERIAL_AMOUNT*0.1) diff --git a/code/modules/photography/photos/frame.dm b/code/modules/photography/photos/frame.dm index b36195aff468..d5ce0d665475 100644 --- a/code/modules/photography/photos/frame.dm +++ b/code/modules/photography/photos/frame.dm @@ -4,7 +4,7 @@ name = "picture frame" desc = "The perfect showcase for your favorite deathtrap memories." icon = 'icons/obj/signs.dmi' - custom_materials = list(/datum/material/wood = 2000) + custom_materials = list(/datum/material/wood =SHEET_MATERIAL_AMOUNT) resistance_flags = FLAMMABLE flags_1 = 0 icon_state = "frame-overlay" @@ -66,7 +66,7 @@ desc = "Every time you look it makes you laugh." icon = 'icons/obj/signs.dmi' icon_state = "frame-overlay" - custom_materials = list(/datum/material/wood = 2000) + custom_materials = list(/datum/material/wood =SHEET_MATERIAL_AMOUNT) resistance_flags = FLAMMABLE var/obj/item/photo/framed var/persistence_id diff --git a/code/modules/photography/photos/photo.dm b/code/modules/photography/photos/photo.dm index 7bc248d59190..94ade197e2f1 100644 --- a/code/modules/photography/photos/photo.dm +++ b/code/modules/photography/photos/photo.dm @@ -42,7 +42,7 @@ continue if(!isobserver(seen)) continue - set_custom_materials(list(/datum/material/hauntium = 2000)) + set_custom_materials(list(/datum/material/hauntium =SHEET_MATERIAL_AMOUNT)) grind_results = list(/datum/reagent/hauntium = 20) break diff --git a/code/modules/plumbing/ducts.dm b/code/modules/plumbing/ducts.dm index e8982ef4f309..d887df951bd5 100644 --- a/code/modules/plumbing/ducts.dm +++ b/code/modules/plumbing/ducts.dm @@ -325,7 +325,7 @@ All the important duct code: singular_name = "duct" icon = 'icons/obj/plumbing/fluid_ducts.dmi' icon_state = "ducts" - mats_per_unit = list(/datum/material/iron=500) + mats_per_unit = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*5) w_class = WEIGHT_CLASS_TINY novariants = FALSE max_amount = 50 diff --git a/code/modules/power/cell.dm b/code/modules/power/cell.dm index 21e16d955382..66d6366cd4c0 100644 --- a/code/modules/power/cell.dm +++ b/code/modules/power/cell.dm @@ -24,7 +24,7 @@ var/charge = 0 ///Maximum charge in cell units var/maxcharge = 1000 - custom_materials = list(/datum/material/iron=700, /datum/material/glass=50) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*7, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5) grind_results = list(/datum/reagent/lithium = 15, /datum/reagent/iron = 5, /datum/reagent/silicon = 5) ///If the cell has been booby-trapped by injecting it with plasma. Chance on use() to explode. var/rigged = FALSE @@ -56,7 +56,7 @@ charge = maxcharge if(empty) charge = 0 - if(ratingdesc) + if(ratingdesc && !microfusion_readout) //monkestation edit: adds the microfusion_readout check desc += " This one has a rating of [display_energy(maxcharge)][prob(10) ? ", and you should not swallow it" : ""]." //joke works better if it's not on every cell update_appearance() @@ -164,6 +164,10 @@ . = ..() if(rigged) . += span_danger("This power cell seems to be faulty!") + // MONKESTATION EDIT ADDITION + else if(microfusion_readout) + . += "The charge meter reads [charge]/[maxcharge] MF." + // MONKESTATION EDIT END else . += "The charge meter reads [CEILING(percent(), 0.1)]%." //so it doesn't say 0% charge when the overlay indicates it still has charge @@ -280,7 +284,7 @@ name = "\improper Nanotrasen brand rechargeable AA battery" desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT maxcharge = 500 - custom_materials = list(/datum/material/glass=40) + custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.4) /obj/item/stock_parts/cell/crap/empty empty = TRUE @@ -289,7 +293,7 @@ name = "upgraded power cell" desc = "A power cell with a slightly higher capacity than normal!" maxcharge = 2500 - custom_materials = list(/datum/material/glass=50) + custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5) chargerate = 1000 /obj/item/stock_parts/cell/upgraded/plus @@ -300,7 +304,7 @@ /obj/item/stock_parts/cell/secborg name = "security borg rechargeable D battery" maxcharge = 600 //600 max charge / 100 charge per shot = six shots - custom_materials = list(/datum/material/glass=40) + custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.4) /obj/item/stock_parts/cell/secborg/empty empty = TRUE @@ -330,14 +334,14 @@ name = "black power cell" icon_state = "bscell" maxcharge = 10000 - custom_materials = list(/datum/material/glass=60) + custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.6) chargerate = 2000 /obj/item/stock_parts/cell/high name = "high-capacity power cell" icon_state = "hcell" maxcharge = 10000 - custom_materials = list(/datum/material/glass=60) + custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.6) chargerate = 1500 /obj/item/stock_parts/cell/high/empty @@ -347,7 +351,7 @@ name = "super-capacity power cell" icon_state = "scell" maxcharge = 20000 - custom_materials = list(/datum/material/glass=300) + custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT * 3) chargerate = 2000 /obj/item/stock_parts/cell/super/empty @@ -357,7 +361,7 @@ name = "hyper-capacity power cell" icon_state = "hpcell" maxcharge = 30000 - custom_materials = list(/datum/material/glass=400) + custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT * 4) chargerate = 3000 /obj/item/stock_parts/cell/hyper/empty @@ -368,7 +372,7 @@ desc = "A rechargeable transdimensional power cell." icon_state = "bscell" maxcharge = 40000 - custom_materials = list(/datum/material/glass=600) + custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*6) chargerate = 4000 /obj/item/stock_parts/cell/bluespace/empty @@ -378,7 +382,7 @@ name = "infinite-capacity power cell" icon_state = "icell" maxcharge = INFINITY //little disappointing if you examine it and it's not huge - custom_materials = list(/datum/material/glass=1000) + custom_materials = list(/datum/material/glass=HALF_SHEET_MATERIAL_AMOUNT) chargerate = INFINITY ratingdesc = FALSE @@ -454,7 +458,7 @@ name = "miniature power cell" desc = "A tiny power cell with a very low power capacity. Used in light fixtures to power them in the event of an outage." maxcharge = 120 //Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell - custom_materials = list(/datum/material/glass = 20) + custom_materials = list(/datum/material/glass = SMALL_MATERIAL_AMOUNT*0.2) w_class = WEIGHT_CLASS_TINY /obj/item/stock_parts/cell/emergency_light/Initialize(mapload) diff --git a/code/modules/power/lighting/light_items.dm b/code/modules/power/lighting/light_items.dm index 90aca98be7aa..7f953caf6d8b 100644 --- a/code/modules/power/lighting/light_items.dm +++ b/code/modules/power/lighting/light_items.dm @@ -7,7 +7,7 @@ force = 2 throwforce = 5 w_class = WEIGHT_CLASS_TINY - custom_materials = list(/datum/material/glass=100) + custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT) grind_results = list(/datum/reagent/silicon = 5, /datum/reagent/nitrogen = 10) //Nitrogen is used as a cheaper alternative to argon in incandescent lighbulbs ///How much light it gives off var/bulb_outer_range = 3 diff --git a/code/modules/power/lighting/light_wallframes.dm b/code/modules/power/lighting/light_wallframes.dm index 0688f597f1af..af650232ccae 100644 --- a/code/modules/power/lighting/light_wallframes.dm +++ b/code/modules/power/lighting/light_wallframes.dm @@ -10,7 +10,7 @@ name = "small light fixture frame" icon_state = "bulb-construct-item" result_path = /obj/structure/light_construct/small - custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT) /obj/item/wallframe/light_fixture/try_build(turf/on_wall, user) if(!..()) diff --git a/code/modules/projectiles/ammunition/_ammunition.dm b/code/modules/projectiles/ammunition/_ammunition.dm index 4f3eb342759d..732c373ee542 100644 --- a/code/modules/projectiles/ammunition/_ammunition.dm +++ b/code/modules/projectiles/ammunition/_ammunition.dm @@ -8,7 +8,7 @@ slot_flags = ITEM_SLOT_BELT throwforce = 0 w_class = WEIGHT_CLASS_TINY - custom_materials = list(/datum/material/iron = 500) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*5) override_notes = TRUE ///What sound should play when this ammo is fired var/fire_sound = null diff --git a/code/modules/projectiles/ammunition/ballistic/shotgun.dm b/code/modules/projectiles/ammunition/ballistic/shotgun.dm index c29d27cecadb..02bef6f64ed0 100644 --- a/code/modules/projectiles/ammunition/ballistic/shotgun.dm +++ b/code/modules/projectiles/ammunition/ballistic/shotgun.dm @@ -6,7 +6,7 @@ icon_state = "blshell" worn_icon_state = "shell" caliber = CALIBER_SHOTGUN - custom_materials = list(/datum/material/iron=4000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2) projectile_type = /obj/projectile/bullet/shotgun_slug /obj/item/ammo_casing/shotgun/executioner @@ -25,7 +25,7 @@ name = "beanbag slug" desc = "A weak beanbag slug for riot control." icon_state = "bshell" - custom_materials = list(/datum/material/iron=250) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*2.5) projectile_type = /obj/projectile/bullet/shotgun_beanbag /obj/item/ammo_casing/shotgun/incendiary @@ -52,7 +52,7 @@ desc = "A stunning taser slug." icon_state = "stunshell" projectile_type = /obj/projectile/bullet/shotgun_stunslug - custom_materials = list(/datum/material/iron=250) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*2.5) /obj/item/ammo_casing/shotgun/meteorslug name = "meteorslug shell" @@ -89,7 +89,7 @@ projectile_type = /obj/projectile/bullet/pellet/shotgun_rubbershot pellets = 6 variance = 20 - custom_materials = list(/datum/material/iron=4000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2) /obj/item/ammo_casing/shotgun/incapacitate name = "custom incapacitating shot" @@ -98,14 +98,14 @@ projectile_type = /obj/projectile/bullet/pellet/shotgun_incapacitate pellets = 12//double the pellets, but half the stun power of each, which makes this best for just dumping right in someone's face. variance = 25 - custom_materials = list(/datum/material/iron=4000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2) /obj/item/ammo_casing/shotgun/improvised name = "improvised shell" desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards." icon_state = "improvshell" projectile_type = /obj/projectile/bullet/pellet/shotgun_improvised - custom_materials = list(/datum/material/iron=250) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*2.5) pellets = 10 variance = 25 diff --git a/code/modules/projectiles/ammunition/caseless/foam.dm b/code/modules/projectiles/ammunition/caseless/foam.dm index cd835924610e..871f0cc766d1 100644 --- a/code/modules/projectiles/ammunition/caseless/foam.dm +++ b/code/modules/projectiles/ammunition/caseless/foam.dm @@ -6,7 +6,7 @@ icon = 'icons/obj/weapons/guns/toy.dmi' icon_state = "foamdart" base_icon_state = "foamdart" - custom_materials = list(/datum/material/iron = 11.25) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.1125) harmful = FALSE var/modified = FALSE @@ -61,4 +61,4 @@ projectile_type = /obj/projectile/bullet/reusable/foam_dart/riot icon_state = "foamdart_riot" base_icon_state = "foamdart_riot" - custom_materials = list(/datum/material/iron = 1125) + custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT* 1.125) diff --git a/code/modules/projectiles/boxes_magazines/_box_magazine.dm b/code/modules/projectiles/boxes_magazines/_box_magazine.dm index a3a6ced736ed..d286ad497216 100644 --- a/code/modules/projectiles/boxes_magazines/_box_magazine.dm +++ b/code/modules/projectiles/boxes_magazines/_box_magazine.dm @@ -9,7 +9,7 @@ worn_icon_state = "ammobox" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' - custom_materials = list(/datum/material/iron = 30000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*15) throwforce = 2 w_class = WEIGHT_CLASS_TINY throw_speed = 3 diff --git a/code/modules/projectiles/boxes_magazines/ammo_boxes.dm b/code/modules/projectiles/boxes_magazines/ammo_boxes.dm index bdb7cc792330..2ff028e19909 100644 --- a/code/modules/projectiles/boxes_magazines/ammo_boxes.dm +++ b/code/modules/projectiles/boxes_magazines/ammo_boxes.dm @@ -21,7 +21,9 @@ max_ammo = 6 caliber = CALIBER_38 multiple_sprites = AMMO_BOX_PER_BULLET - custom_materials = list(/datum/material/iron = 20000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*10) +// ammo_band_icon = "+38_ammo_band" //monkestation temp removal, needs a PR +// ammo_band_color = null //temp /obj/item/ammo_box/c38/trac name = "speed loader (.38 TRAC)" @@ -103,9 +105,9 @@ icon_state = "foambox" ammo_type = /obj/item/ammo_casing/caseless/foam_dart max_ammo = 40 - custom_materials = list(/datum/material/iron = 500) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*5) /obj/item/ammo_box/foambox/riot icon_state = "foambox_riot" ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot - custom_materials = list(/datum/material/iron = 50000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*25) diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index abff569c40a4..fe994db74756 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -11,7 +11,7 @@ worn_icon_state = "gun" flags_1 = CONDUCT_1 slot_flags = ITEM_SLOT_BELT - custom_materials = list(/datum/material/iron=2000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT) w_class = WEIGHT_CLASS_NORMAL throwforce = 5 throw_speed = 3 diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm index 3398c71324c8..ad5a5ce92795 100644 --- a/code/modules/projectiles/guns/energy/laser.dm +++ b/code/modules/projectiles/guns/energy/laser.dm @@ -4,7 +4,7 @@ icon_state = "laser" inhand_icon_state = "laser" w_class = WEIGHT_CLASS_BULKY - custom_materials = list(/datum/material/iron=2000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT) ammo_type = list(/obj/item/ammo_casing/energy/lasergun) ammo_x_offset = 1 shaded_charge = 1 diff --git a/code/modules/projectiles/guns/energy/recharge.dm b/code/modules/projectiles/guns/energy/recharge.dm index 9b5f768a756a..c044d88d8e4f 100644 --- a/code/modules/projectiles/guns/energy/recharge.dm +++ b/code/modules/projectiles/guns/energy/recharge.dm @@ -108,7 +108,7 @@ inhand_icon_state = "crossbow" no_charge_state = "crossbow_empty" w_class = WEIGHT_CLASS_SMALL - custom_materials = list(/datum/material/iron=2000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT) suppressed = TRUE ammo_type = list(/obj/item/ammo_casing/energy/bolt) recharge_time = 2 SECONDS @@ -133,6 +133,6 @@ base_icon_state = "crossbowlarge" no_charge_state = "crossbowlarge_empty" w_class = WEIGHT_CLASS_BULKY - custom_materials = list(/datum/material/iron=4000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2) suppressed = null ammo_type = list(/obj/item/ammo_casing/energy/bolt/large) diff --git a/code/modules/projectiles/guns/special/chem_gun.dm b/code/modules/projectiles/guns/special/chem_gun.dm index 7ebb5fc26a42..8dc1f5a08fd9 100644 --- a/code/modules/projectiles/guns/special/chem_gun.dm +++ b/code/modules/projectiles/guns/special/chem_gun.dm @@ -9,7 +9,7 @@ throw_speed = 3 throw_range = 7 force = 4 - custom_materials = list(/datum/material/iron=2000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT) clumsy_check = FALSE fire_sound = 'sound/items/syringeproj.ogg' var/time_per_syringe = 250 diff --git a/code/modules/projectiles/guns/special/grenade_launcher.dm b/code/modules/projectiles/guns/special/grenade_launcher.dm index 34861e981cb4..e5ce8c51316a 100644 --- a/code/modules/projectiles/guns/special/grenade_launcher.dm +++ b/code/modules/projectiles/guns/special/grenade_launcher.dm @@ -10,7 +10,7 @@ force = 5 var/list/grenades = new/list() var/max_grenades = 3 - custom_materials = list(/datum/material/iron=2000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT) /obj/item/gun/grenadelauncher/examine(mob/user) . = ..() diff --git a/code/modules/projectiles/guns/special/syringe_gun.dm b/code/modules/projectiles/guns/special/syringe_gun.dm index 11cced289836..32b3351f6846 100644 --- a/code/modules/projectiles/guns/special/syringe_gun.dm +++ b/code/modules/projectiles/guns/special/syringe_gun.dm @@ -16,7 +16,7 @@ force = 6 base_pixel_x = -4 pixel_x = -4 - custom_materials = list(/datum/material/iron=2000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT) clumsy_check = FALSE fire_sound = 'sound/items/syringeproj.ogg' var/load_sound = 'sound/weapons/gun/shotgun/insert_shell.ogg' diff --git a/code/modules/reagents/reagent_containers/cups/_cup.dm b/code/modules/reagents/reagent_containers/cups/_cup.dm index 8ef591bf6b6e..9ac989742b2b 100644 --- a/code/modules/reagents/reagent_containers/cups/_cup.dm +++ b/code/modules/reagents/reagent_containers/cups/_cup.dm @@ -225,7 +225,7 @@ lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' worn_icon_state = "beaker" - custom_materials = list(/datum/material/glass=500) + custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*5) fill_icon_thresholds = list(0, 1, 20, 40, 60, 80, 100) /obj/item/reagent_containers/cup/beaker/Initialize(mapload) @@ -245,7 +245,7 @@ name = "large beaker" desc = "A large beaker. Can hold up to 100 units." icon_state = "beakerlarge" - custom_materials = list(/datum/material/glass=2500) + custom_materials = list(/datum/material/glass= SHEET_MATERIAL_AMOUNT*1.25) volume = 100 amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5,10,15,20,25,30,50,100) @@ -255,7 +255,7 @@ name = "x-large beaker" desc = "An extra-large beaker. Can hold up to 120 units." icon_state = "beakerwhite" - custom_materials = list(/datum/material/glass=2500, /datum/material/plastic=3000) + custom_materials = list(/datum/material/glass=SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plastic=SHEET_MATERIAL_AMOUNT * 1.5) volume = 120 amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5,10,15,20,25,30,60,120) @@ -265,7 +265,7 @@ name = "metamaterial beaker" desc = "A large beaker. Can hold up to 180 units." icon_state = "beakergold" - custom_materials = list(/datum/material/glass=2500, /datum/material/plastic=3000, /datum/material/gold=1000, /datum/material/titanium=1000) + custom_materials = list(/datum/material/glass=SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plastic=SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/gold=HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium=HALF_SHEET_MATERIAL_AMOUNT) volume = 180 amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5,10,15,20,25,30,60,120,180) @@ -276,7 +276,7 @@ desc = "A cryostasis beaker that allows for chemical storage without \ reactions. Can hold up to 50 units." icon_state = "beakernoreact" - custom_materials = list(/datum/material/iron=3000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT * 1.5) reagent_flags = OPENCONTAINER | NO_REACT volume = 50 amount_per_transfer_from_this = 10 @@ -287,7 +287,7 @@ and Element Cuban combined with the Compound Pete. Can hold up to \ 300 units." icon_state = "beakerbluespace" - custom_materials = list(/datum/material/glass = 5000, /datum/material/plasma = 3000, /datum/material/diamond = 1000, /datum/material/bluespace = 1000) + custom_materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/plasma =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) volume = 300 amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5,10,15,20,25,30,50,100,300) @@ -355,7 +355,7 @@ greyscale_config_worn = /datum/greyscale_config/buckets_worn greyscale_config_inhand_left = /datum/greyscale_config/buckets_inhands_left greyscale_config_inhand_right = /datum/greyscale_config/buckets_inhands_right - custom_materials = list(/datum/material/iron=200) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 2) w_class = WEIGHT_CLASS_NORMAL amount_per_transfer_from_this = 20 possible_transfer_amounts = list(5,10,15,20,25,30,50,70) @@ -394,7 +394,7 @@ greyscale_config_worn = null greyscale_config_inhand_left = null greyscale_config_inhand_right = null - custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 2) + custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 2) resistance_flags = FLAMMABLE armor_type = /datum/armor/bucket_wooden @@ -476,7 +476,7 @@ amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5, 10, 15, 20, 25, 30, 50, 100) volume = 100 - custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT) + custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT) resistance_flags = FLAMMABLE reagent_flags = OPENCONTAINER spillable = TRUE diff --git a/code/modules/reagents/reagent_containers/cups/drinkingglass.dm b/code/modules/reagents/reagent_containers/cups/drinkingglass.dm index 65f255e61dc2..280da37f3275 100644 --- a/code/modules/reagents/reagent_containers/cups/drinkingglass.dm +++ b/code/modules/reagents/reagent_containers/cups/drinkingglass.dm @@ -7,7 +7,7 @@ fill_icon_thresholds = list(0) fill_icon_state = "drinking_glass" volume = 50 - custom_materials = list(/datum/material/glass=500) + custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*5) max_integrity = 20 spillable = TRUE resistance_flags = ACID_PROOF @@ -64,7 +64,7 @@ possible_transfer_amounts = list(15) fill_icon_state = "shot_glass" volume = 15 - custom_materials = list(/datum/material/glass=100) + custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT) custom_price = PAYCHECK_CREW * 0.4 /obj/item/reagent_containers/cup/glass/drinkingglass/shotglass/update_name(updates) diff --git a/code/modules/reagents/reagent_containers/cups/drinks.dm b/code/modules/reagents/reagent_containers/cups/drinks.dm index b61104744884..f87fdc35450d 100644 --- a/code/modules/reagents/reagent_containers/cups/drinks.dm +++ b/code/modules/reagents/reagent_containers/cups/drinks.dm @@ -48,7 +48,7 @@ force = 1 throwforce = 1 amount_per_transfer_from_this = 5 - custom_materials = list(/datum/material/iron=100) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT) possible_transfer_amounts = list(5) volume = 5 flags_1 = CONDUCT_1 @@ -66,7 +66,7 @@ force = 14 throwforce = 10 amount_per_transfer_from_this = 20 - custom_materials = list(/datum/material/gold=1000) + custom_materials = list(/datum/material/gold=HALF_SHEET_MATERIAL_AMOUNT) volume = 150 /obj/item/reagent_containers/cup/glass/trophy/silver_cup @@ -78,7 +78,7 @@ force = 10 throwforce = 8 amount_per_transfer_from_this = 15 - custom_materials = list(/datum/material/silver=800) + custom_materials = list(/datum/material/silver=SMALL_MATERIAL_AMOUNT*8) volume = 100 @@ -91,7 +91,7 @@ force = 5 throwforce = 4 amount_per_transfer_from_this = 10 - custom_materials = list(/datum/material/iron=400) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 4) volume = 25 ///////////////////////////////////////////////Drinks @@ -212,7 +212,7 @@ icon_state = "smallbottle" inhand_icon_state = null list_reagents = list(/datum/reagent/water = 49.5, /datum/reagent/fluorine = 0.5)//see desc, don't think about it too hard - custom_materials = list(/datum/material/plastic=1000) + custom_materials = list(/datum/material/plastic=HALF_SHEET_MATERIAL_AMOUNT) volume = 50 amount_per_transfer_from_this = 10 fill_icon_thresholds = list(0, 10, 25, 50, 75, 80, 90) @@ -331,7 +331,7 @@ /obj/item/reagent_containers/cup/glass/waterbottle/large desc = "A fresh commercial-sized bottle of water." icon_state = "largebottle" - custom_materials = list(/datum/material/plastic=3000) + custom_materials = list(/datum/material/plastic=SHEET_MATERIAL_AMOUNT * 1.5) list_reagents = list(/datum/reagent/water = 100) volume = 100 amount_per_transfer_from_this = 10 @@ -402,7 +402,7 @@ icon = 'icons/obj/drinks/colo.dmi' icon_state = "colocup" inhand_icon_state = "colocup" - custom_materials = list(/datum/material/plastic = 1000) + custom_materials = list(/datum/material/plastic =HALF_SHEET_MATERIAL_AMOUNT) possible_transfer_amounts = list(5, 10, 15, 20) volume = 20 amount_per_transfer_from_this = 5 @@ -430,7 +430,7 @@ desc = "A metal shaker to mix drinks in." icon = 'icons/obj/drinks/bottles.dmi' icon_state = "shaker" - custom_materials = list(/datum/material/iron=1500) + custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT * 1.5) amount_per_transfer_from_this = 10 volume = 100 isGlass = FALSE @@ -448,7 +448,7 @@ custom_price = PAYCHECK_COMMAND * 2 icon = 'icons/obj/drinks/bottles.dmi' icon_state = "flask" - custom_materials = list(/datum/material/iron=250) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*2.5) volume = 60 isGlass = FALSE @@ -456,7 +456,7 @@ name = "captain's flask" desc = "A gold flask belonging to the captain." icon_state = "flask_gold" - custom_materials = list(/datum/material/gold=500) + custom_materials = list(/datum/material/gold=SMALL_MATERIAL_AMOUNT*5) /obj/item/reagent_containers/cup/glass/flask/det name = "detective's flask" diff --git a/code/modules/reagents/reagent_containers/syringes.dm b/code/modules/reagents/reagent_containers/syringes.dm index 16adcffb8f04..afdade2b972b 100644 --- a/code/modules/reagents/reagent_containers/syringes.dm +++ b/code/modules/reagents/reagent_containers/syringes.dm @@ -11,7 +11,7 @@ amount_per_transfer_from_this = 5 possible_transfer_amounts = list(5, 10, 15) volume = 15 - custom_materials = list(/datum/material/iron=10, /datum/material/glass=20) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.2) reagent_flags = TRANSPARENT custom_price = PAYCHECK_CREW * 0.5 sharpness = SHARP_POINTY diff --git a/code/modules/reagents/reagent_containers/watering_can.dm b/code/modules/reagents/reagent_containers/watering_can.dm index e237f73d1414..1915213b16d4 100644 --- a/code/modules/reagents/reagent_containers/watering_can.dm +++ b/code/modules/reagents/reagent_containers/watering_can.dm @@ -6,7 +6,7 @@ inhand_icon_state = "watering_can" lefthand_file = 'icons/mob/inhands/equipment/hydroponics_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/hydroponics_righthand.dmi' - custom_materials = list(/datum/material/iron = 200) + custom_materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 2) w_class = WEIGHT_CLASS_NORMAL volume = 100 amount_per_transfer_from_this = 20 @@ -25,7 +25,7 @@ name = "advanced watering can" icon_state = "adv_watering_can" inhand_icon_state = "adv_watering_can" - custom_materials = list(/datum/material/iron = 2500, /datum/material/glass = 200) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2) list_reagents = list(/datum/reagent/water = 100) ///Refill rate for the watering can var/refill_rate = 5 diff --git a/code/modules/reagents/reagent_dispenser.dm b/code/modules/reagents/reagent_dispenser.dm index 293c95bf88ba..5fd384ce9fd1 100644 --- a/code/modules/reagents/reagent_dispenser.dm +++ b/code/modules/reagents/reagent_dispenser.dm @@ -170,7 +170,7 @@ visible_message(span_danger("\The [src] explodes!")) // old code for reference: // standard fuel tank = 1000 units = heavy_impact_range = 1, light_impact_range = 5, flame_range = 5 - // big fuel tank = 5000 units = devastation_range = 1, heavy_impact_range = 2, light_impact_range = 7, flame_range = 12 + // big fuel tank =SHEET_MATERIAL_AMOUNT * 2.5 units = devastation_range = 1, heavy_impact_range = 2, light_impact_range = 7, flame_range = 12 // It did not account for how much fuel was actually in the tank at all, just the size of the tank. // I encourage others to better scale these numbers in the future. // As it stands this is a minor nerf in exchange for an easy bombing technique working that has been broken for a while. @@ -332,7 +332,7 @@ name = "high capacity fuel tank" desc = "A tank full of a high quantity of welding fuel. Keep away from open flames." icon_state = "fuel_high" - tank_volume = 5000 + tank_volume =SHEET_MATERIAL_AMOUNT * 2.5 /// Wall mounted dispeners, like pepper spray or virus food. Not a normal tank, and shouldn't be able to be turned into a plumbed stationary one. /obj/structure/reagent_dispensers/wall diff --git a/code/modules/recycling/disposal/bin.dm b/code/modules/recycling/disposal/bin.dm index 4d4db47d9cfa..5e2b6d631be8 100644 --- a/code/modules/recycling/disposal/bin.dm +++ b/code/modules/recycling/disposal/bin.dm @@ -119,7 +119,7 @@ return to_chat(user, span_notice("You start slicing the floorweld off \the [src]...")) - if(I.use_tool(src, user, 20, volume=100) && panel_open) + if(I.use_tool(src, user, 20, volume=SMALL_MATERIAL_AMOUNT) && panel_open) to_chat(user, span_notice("You slice the floorweld off \the [src].")) deconstruct() return diff --git a/code/modules/religion/religion_structures.dm b/code/modules/religion/religion_structures.dm index c823b10b7a88..1e542952fc0a 100644 --- a/code/modules/religion/religion_structures.dm +++ b/code/modules/religion/religion_structures.dm @@ -87,7 +87,7 @@ lefthand_file = 'icons/mob/inhands/items/sheets_lefthand.dmi' righthand_file = 'icons/mob/inhands/items/sheets_righthand.dmi' //made out of a single sheet of wood - custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT) + custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT) item_flags = NO_PIXEL_RANDOM_DROP /obj/item/ritual_totem/Initialize(mapload) diff --git a/code/modules/religion/rites.dm b/code/modules/religion/rites.dm index 41277d3dd160..05f3314df6fc 100644 --- a/code/modules/religion/rites.dm +++ b/code/modules/religion/rites.dm @@ -531,7 +531,7 @@ if(!used_for_blade.use(5))//use 5 of the material return var/obj/item/ceremonial_blade/blade = new(altar_turf) - blade.set_custom_materials(list(GET_MATERIAL_REF(material_used) = MINERAL_MATERIAL_AMOUNT * 5)) + blade.set_custom_materials(list(GET_MATERIAL_REF(material_used) = SHEET_MATERIAL_AMOUNT * 5)) return TRUE /datum/religion_rites/unbreakable diff --git a/code/modules/religion/sparring/ceremonial_gear.dm b/code/modules/religion/sparring/ceremonial_gear.dm index 3ee1f58dc428..f8bf3b08b630 100644 --- a/code/modules/religion/sparring/ceremonial_gear.dm +++ b/code/modules/religion/sparring/ceremonial_gear.dm @@ -13,7 +13,7 @@ greyscale_colors = "#FFFFFF" hitsound = 'sound/weapons/bladeslice.ogg' - custom_materials = list(/datum/material/iron = 12000) //Defaults to an Iron blade. + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6) //Defaults to an Iron blade. force = 2 //20 throwforce = 1 //10 wound_bonus = CANT_WOUND // bad for sparring diff --git a/code/modules/research/designs.dm b/code/modules/research/designs.dm index 0722ca9ab5c0..c8cf81253fe2 100644 --- a/code/modules/research/designs.dm +++ b/code/modules/research/designs.dm @@ -6,7 +6,7 @@ For the materials datum, it assumes you need reagents unless specified otherwise. To designate a material that isn't a reagent, you use one of the material IDs below. These are NOT ids in the usual sense (they aren't defined in the object or part of a datum), they are simply references used as part of a "has materials?" type proc. They all start with a $ to denote that they aren't reagents. -The currently supporting non-reagent materials. All material amounts are set as the define MINERAL_MATERIAL_AMOUNT, which defaults to 2000 +The currently supporting non-reagent materials. All material amounts are set as the define SHEET_MATERIAL_AMOUNT, which defaults to 2000 Don't add new keyword/IDs if they are made from an existing one (such as rods which are made from iron). Only add raw materials. @@ -99,7 +99,7 @@ other types of metals and chemistry for reagents). name = "Component Design Disk" desc = "A disk for storing device design data for construction in lathes." icon_state = "datadisk1" - custom_materials = list(/datum/material/iron = 300, /datum/material/glass = 100) + custom_materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass =SMALL_MATERIAL_AMOUNT) ///List of all `/datum/design` stored on the disk. var/list/blueprints = list() diff --git a/code/modules/research/designs/AI_module_designs.dm b/code/modules/research/designs/AI_module_designs.dm index bfc4476810b4..4b15192f7770 100644 --- a/code/modules/research/designs/AI_module_designs.dm +++ b/code/modules/research/designs/AI_module_designs.dm @@ -16,7 +16,7 @@ name = "Safeguard Module" desc = "Allows for the construction of a Safeguard AI Module." id = "safeguard_module" - materials = list(/datum/material/glass = 1000, /datum/material/gold = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/supplied/safeguard category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES @@ -27,7 +27,7 @@ name = "OneHuman Module" desc = "Allows for the construction of a OneHuman AI Module." id = "onehuman_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 6000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = 6000, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/zeroth/onehuman category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES @@ -38,7 +38,7 @@ name = "ProtectStation Module" desc = "Allows for the construction of a ProtectStation AI Module." id = "protectstation_module" - materials = list(/datum/material/glass = 1000, /datum/material/gold = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/supplied/protect_station category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES @@ -49,7 +49,7 @@ name = "Quarantine Module" desc = "Allows for the construction of a Quarantine AI Module." id = "quarantine_module" - materials = list(/datum/material/glass = 1000, /datum/material/gold = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/supplied/quarantine category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES @@ -60,7 +60,7 @@ name = "OxygenIsToxicToHumans Module" desc = "Allows for the construction of a OxygenIsToxicToHumans AI Module." id = "oxygen_module" - materials = list(/datum/material/glass = 1000, /datum/material/gold = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/supplied/oxygen category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES @@ -71,7 +71,7 @@ name = "Freeform Module" desc = "Allows for the construction of a Freeform AI Module." id = "freeform_module" - materials = list(/datum/material/glass = 1000, /datum/material/gold = 10000, /datum/material/bluespace = 2000)//Custom inputs should be more expensive to get + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = 10000, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT)//Custom inputs should be more expensive to get build_path = /obj/item/ai_module/supplied/freeform category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_LAW_MANIPULATION @@ -82,7 +82,7 @@ name = "Reset Module" desc = "Allows for the construction of a Reset AI Module." id = "reset_module" - materials = list(/datum/material/glass = 1000, /datum/material/gold = 2000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/reset category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_LAW_MANIPULATION @@ -93,7 +93,7 @@ name = "Purge Module" desc = "Allows for the construction of a Purge AI Module." id = "purge_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/reset/purge category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_LAW_MANIPULATION @@ -104,7 +104,7 @@ name = "Law Removal Module" desc = "Allows for the construction of a Law Removal AI Core Module." id = "remove_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/remove category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_LAW_MANIPULATION @@ -115,7 +115,7 @@ name = "Core Freeform Module" desc = "Allows for the construction of a Core Freeform AI Core Module." id = "freeformcore_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 10000, /datum/material/bluespace = 2000)//Ditto + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = 10000, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT)//Ditto build_path = /obj/item/ai_module/core/freeformcore category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_LAW_MANIPULATION @@ -126,7 +126,7 @@ name = "Asimov Module" desc = "Allows for the construction of an Asimov AI Core Module." id = "asimov_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/asimov category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -137,7 +137,7 @@ name = "P.A.L.A.D.I.N. Module" desc = "Allows for the construction of a P.A.L.A.D.I.N. AI Core Module." id = "paladin_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/paladin category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -148,7 +148,7 @@ name = "T.Y.R.A.N.T. Module" desc = "Allows for the construction of a T.Y.R.A.N.T. AI Module." id = "tyrant_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/tyrant category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -159,7 +159,7 @@ name = "Overlord Module" desc = "Allows for the construction of an Overlord AI Module." id = "overlord_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/overlord category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES @@ -170,7 +170,7 @@ name = "Corporate Module" desc = "Allows for the construction of a Corporate AI Core Module." id = "corporate_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/corp category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -181,7 +181,7 @@ name = "Default Module" desc = "Allows for the construction of a Default AI Core Module." id = "default_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/custom category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -192,7 +192,7 @@ name = "Dungeon Master Module" desc = "Allows for the construction of a Dungeon Master AI Core Module." id = "dungeon_master_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/dungeon_master category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -203,7 +203,7 @@ name = "Painter Module" desc = "Allows for the construction of a Painter AI Core Module." id = "painter_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/painter category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -214,7 +214,7 @@ name = "Nutimov Module" desc = "Allows for the construction of a Nutimov AI Core Module." id = "nutimov_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/nutimov category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -225,7 +225,7 @@ name = "10 Commandments Module" desc = "Allows for the construction of a 10 Commandments AI Core Module." id = "ten_commandments_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/ten_commandments category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -236,7 +236,7 @@ name = "Asimov++ Module" desc = "Allows for the construction of a Asimov++ AI Core Module." id = "asimovpp_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/asimovpp category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -247,7 +247,7 @@ name = "Hippocratic Module" desc = "Allows for the construction of a Hippocratic AI Core Module." id = "hippocratic_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/hippocratic category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -258,7 +258,7 @@ name = "Paladin Devotion Module" desc = "Allows for the construction of a Paladin Devotion AI Core Module." id = "paladin_devotion_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/paladin_devotion category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -269,7 +269,7 @@ name = "Robocop Module" desc = "Allows for the construction of a Robocop AI Core Module." id = "robocop_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/robocop category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -280,7 +280,7 @@ name = "Maintain Module" desc = "Allows for the construction of a Maintain AI Core Module." id = "maintain_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/maintain category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -291,7 +291,7 @@ name = "Liveandletlive Module" desc = "Allows for the construction of a Liveandletlive AI Core Module." id = "liveandletlive_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/liveandletlive category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -302,7 +302,7 @@ name = "Peacekeeper Module" desc = "Allows for the construction of a Peacekeeper AI Core Module." id = "peacekeeper_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/peacekeeper category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -313,7 +313,7 @@ name = "Reporter Module" desc = "Allows for the construction of a Reporter AI Core Module." id = "reporter_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/reporter category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -324,7 +324,7 @@ name = "H.O.G.A.N. Module" desc = "Allows for the construction of a H.O.G.A.N. AI Core Module." id = "hulkamania_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/hulkamania category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -335,7 +335,7 @@ name = "Drone Module" desc = "Allows for the construction of a Drone AI Core Module." id = "drone_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/drone category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES @@ -346,7 +346,7 @@ name = "Antimov Module" desc = "Allows for the construction of a Antimov AI Core Module." id = "antimov_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/antimov category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES @@ -357,7 +357,7 @@ name = "Balance Module" desc = "Allows for the construction of a Balance AI Core Module." id = "balance_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/balance category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES @@ -368,7 +368,7 @@ name = "Thermodynamic Module" desc = "Allows for the construction of a Thermodynamic AI Core Module." id = "thermurderdynamic_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/thermurderdynamic category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES @@ -379,7 +379,7 @@ name = "Damaged AI Module" desc = "Allows for the construction of a Damaged AI Core Module." id = "damaged_module" - materials = list(/datum/material/glass = 1000, /datum/material/diamond = 2000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/damaged category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES diff --git a/code/modules/research/designs/autolathe/engineering_designs.dm b/code/modules/research/designs/autolathe/engineering_designs.dm index 464991cba820..24e1489c724a 100644 --- a/code/modules/research/designs/autolathe/engineering_designs.dm +++ b/code/modules/research/designs/autolathe/engineering_designs.dm @@ -2,7 +2,7 @@ name = "Solar Panel Frame" id = "solar_panel" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 3500, /datum/material/glass = 1000) + materials = list(/datum/material/iron = 3500, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/solar_assembly category = list( RND_CATEGORY_INITIAL, @@ -14,7 +14,7 @@ name = "Solar Tracking Electronics" id = "solar_tracker" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 100, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/electronics/tracker category = list( RND_CATEGORY_INITIAL, @@ -26,7 +26,7 @@ name = "Blast Door Controller" id = "blast" build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE - materials = list(/datum/material/iron = 100, /datum/material/glass = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/assembly/control category = list( RND_CATEGORY_INITIAL, @@ -38,7 +38,7 @@ name = "Custom Vendor Refill" id = "custom_vendor_refill" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/vending_refill/custom category = list( RND_CATEGORY_INITIAL, @@ -51,7 +51,7 @@ name = "Light Fixture Battery" id = "miniature_power_cell" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 20) + materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT*0.2) build_path = /obj/item/stock_parts/cell/emergency_light category = list( RND_CATEGORY_INITIAL, @@ -136,7 +136,7 @@ name = "Intercom Frame" id = "intercom_frame" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 75, /datum/material/glass = 25) + materials = list(/datum/material/iron = 75, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.25) build_path = /obj/item/wallframe/intercom category = list( RND_CATEGORY_INITIAL, @@ -148,7 +148,7 @@ name = "Earmuffs" id = "earmuffs" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/clothing/ears/earmuffs category = list( RND_CATEGORY_INITIAL, @@ -160,7 +160,7 @@ name = "Pipe Painter" id = "pipe_painter" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/pipe_painter category = list( RND_CATEGORY_INITIAL, @@ -172,7 +172,7 @@ name = "Airlock Painter" id = "airlock_painter" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 50, /datum/material/glass = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/airlock_painter category = list( RND_CATEGORY_INITIAL, @@ -184,7 +184,7 @@ name = "Decal Painter" id = "decal_painter" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 50, /datum/material/glass = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/airlock_painter/decal category = list( RND_CATEGORY_INITIAL, @@ -196,7 +196,7 @@ name = "Tile Sprayer" id = "tile_sprayer" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 50, /datum/material/glass = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/airlock_painter/decal/tile category = list( RND_CATEGORY_INITIAL, @@ -208,7 +208,7 @@ name = "APC Module" id = "power_control" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 100, /datum/material/glass = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/electronics/apc category = list( RND_CATEGORY_INITIAL, @@ -220,7 +220,7 @@ name = "Airlock Electronics" id = "airlock_board" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 50, /datum/material/glass = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/electronics/airlock category = list( RND_CATEGORY_INITIAL, @@ -232,7 +232,7 @@ name = "Firelock Circuitry" id = "firelock_board" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 50, /datum/material/glass = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/electronics/firelock category = list( RND_CATEGORY_INITIAL, @@ -244,7 +244,7 @@ name = "Air Alarm Electronics" id = "airalarm_electronics" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 50, /datum/material/glass = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/electronics/airalarm category = list( RND_CATEGORY_INITIAL, @@ -256,7 +256,7 @@ name = "Fire Alarm Electronics" id = "firealarm_electronics" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 50, /datum/material/glass = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/electronics/firealarm category = list( RND_CATEGORY_INITIAL, @@ -268,7 +268,7 @@ name = "Trapdoor Controller Electronics" id = "trapdoor_electronics" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 50, /datum/material/glass = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/assembly/trapdoor category = list( RND_CATEGORY_INITIAL, @@ -292,7 +292,7 @@ name = "Pocket Fire Extinguisher" id = "pocketfireextinguisher" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 50, /datum/material/glass = 40) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass = 40) build_path = /obj/item/extinguisher/mini/empty category = list( RND_CATEGORY_INITIAL, @@ -328,7 +328,7 @@ name = "Light Switch Frame" id = "light_switch_frame" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 75, /datum/material/glass = 25) + materials = list(/datum/material/iron = 75, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.25) build_path = /obj/item/wallframe/light_switch category = list( RND_CATEGORY_INITIAL, @@ -342,7 +342,7 @@ build_type = PROTOLATHE materials = list( /datum/material/iron = 10000, - /datum/material/glass = 5000, + /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, ) build_path = /obj/item/wallframe/telescreen/turbine category = list( @@ -357,7 +357,7 @@ build_type = PROTOLATHE materials = list( /datum/material/iron = 10000, - /datum/material/glass = 5000, + /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, ) build_path = /obj/item/wallframe/telescreen/engine category = list( @@ -372,7 +372,7 @@ build_type = PROTOLATHE materials = list( /datum/material/iron = 10000, - /datum/material/glass = 5000, + /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, ) build_path = /obj/item/wallframe/telescreen/auxbase category = list( diff --git a/code/modules/research/designs/autolathe/materials.dm b/code/modules/research/designs/autolathe/materials.dm index 66a702743082..5805005a3973 100644 --- a/code/modules/research/designs/autolathe/materials.dm +++ b/code/modules/research/designs/autolathe/materials.dm @@ -2,7 +2,7 @@ name = "Iron" id = "iron" build_type = AUTOLATHE - materials = list(/datum/material/iron = MINERAL_MATERIAL_AMOUNT) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/iron category = list( RND_CATEGORY_INITIAL, @@ -14,7 +14,7 @@ name = "Iron Rod" id = "rods" build_type = AUTOLATHE - materials = list(/datum/material/iron = 1000) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/rods category = list( RND_CATEGORY_INITIAL, @@ -26,7 +26,7 @@ name = "Glass" id = "glass" build_type = AUTOLATHE - materials = list(/datum/material/glass = MINERAL_MATERIAL_AMOUNT) + materials = list(/datum/material/glass = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/glass category = list( RND_CATEGORY_INITIAL, @@ -38,7 +38,7 @@ name = "Reinforced Glass" id = "rglass" build_type = AUTOLATHE | SMELTER | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 1000, /datum/material/glass = MINERAL_MATERIAL_AMOUNT) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/rglass category = list( RND_CATEGORY_INITIAL, @@ -51,7 +51,7 @@ name = "Silver" id = "silver" build_type = AUTOLATHE - materials = list(/datum/material/silver = MINERAL_MATERIAL_AMOUNT) + materials = list(/datum/material/silver = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/mineral/silver category = list( RND_CATEGORY_INITIAL, @@ -63,7 +63,7 @@ name = "Gold" id = "gold" build_type = AUTOLATHE - materials = list(/datum/material/gold = MINERAL_MATERIAL_AMOUNT) + materials = list(/datum/material/gold = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/mineral/gold category = list( RND_CATEGORY_INITIAL, @@ -75,7 +75,7 @@ name = "Diamond" id = "diamond" build_type = AUTOLATHE - materials = list(/datum/material/diamond = MINERAL_MATERIAL_AMOUNT) + materials = list(/datum/material/diamond = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/mineral/diamond category = list( RND_CATEGORY_INITIAL, @@ -87,7 +87,7 @@ name = "Plasma" id = "plasma" build_type = AUTOLATHE - materials = list(/datum/material/plasma = MINERAL_MATERIAL_AMOUNT) + materials = list(/datum/material/plasma = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/mineral/plasma category = list( RND_CATEGORY_INITIAL, @@ -99,7 +99,7 @@ name = "Uranium" id = "uranium" build_type = AUTOLATHE - materials = list(/datum/material/uranium = MINERAL_MATERIAL_AMOUNT) + materials = list(/datum/material/uranium = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/mineral/uranium category = list( RND_CATEGORY_INITIAL, @@ -111,7 +111,7 @@ name = "Bananium" id = "bananium" build_type = AUTOLATHE - materials = list(/datum/material/bananium = MINERAL_MATERIAL_AMOUNT) + materials = list(/datum/material/bananium = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/mineral/bananium category = list( RND_CATEGORY_INITIAL, @@ -123,7 +123,7 @@ name = "Titanium" id = "titanium" build_type = AUTOLATHE - materials = list(/datum/material/titanium = MINERAL_MATERIAL_AMOUNT) + materials = list(/datum/material/titanium = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/mineral/titanium category = list( RND_CATEGORY_INITIAL, @@ -135,7 +135,7 @@ name = "Plastic" id = "plastic" build_type = AUTOLATHE - materials = list(/datum/material/plastic = MINERAL_MATERIAL_AMOUNT) + materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/plastic category = list( RND_CATEGORY_INITIAL, diff --git a/code/modules/research/designs/autolathe/medsci_designs.dm b/code/modules/research/designs/autolathe/medsci_designs.dm index 4d2cb98549d1..e0b03384044b 100644 --- a/code/modules/research/designs/autolathe/medsci_designs.dm +++ b/code/modules/research/designs/autolathe/medsci_designs.dm @@ -3,7 +3,7 @@ name = "Pill Bottle" id = "pillbottle" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plastic = 20, /datum/material/glass = 100) + materials = list(/datum/material/plastic =SMALL_MATERIAL_AMOUNT*0.2, /datum/material/glass =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/storage/pill_bottle category = list( RND_CATEGORY_INITIAL, @@ -15,7 +15,7 @@ name = "Stethoscope" id = "stethoscope" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 1000) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/clothing/neck/stethoscope category = list( RND_CATEGORY_INITIAL, @@ -27,7 +27,7 @@ name = "Surgical Tape" id = "surgical_tape" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plastic = 500) + materials = list(/datum/material/plastic =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/stack/sticky_tape/surgical category = list( RND_CATEGORY_INITIAL, @@ -40,7 +40,7 @@ name = "Slime Scanner" id = "slime_scanner" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 300, /datum/material/glass = 200) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/slime_scanner category = list( RND_CATEGORY_INITIAL, @@ -52,7 +52,7 @@ name = "Petri Dish" id = "petri_dish" build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE - materials = list(/datum/material/glass = 500) + materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/petri_dish category = list( RND_CATEGORY_INITIAL, @@ -64,7 +64,7 @@ name = "Sterile Swab" id = "swab" build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE - materials = list(/datum/material/plastic = 200) + materials = list(/datum/material/plastic =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/swab category = list( RND_CATEGORY_INITIAL, @@ -77,8 +77,8 @@ id = "telescreen_research" build_type = PROTOLATHE materials = list( - /datum/material/iron = 10000, - /datum/material/glass = 5000, + /datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, + /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 5, ) build_path = /obj/item/wallframe/telescreen/research category = list( @@ -92,8 +92,8 @@ id = "telescreen_ordnance" build_type = PROTOLATHE materials = list( - /datum/material/iron = 10000, - /datum/material/glass = 5000, + /datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, + /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 5, ) build_path = /obj/item/wallframe/telescreen/ordnance category = list( @@ -107,7 +107,7 @@ name = "Syringe" id = "syringe" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 10, /datum/material/glass = 20) + materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.1, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.2) build_path = /obj/item/reagent_containers/syringe category = list( RND_CATEGORY_INITIAL, @@ -119,7 +119,7 @@ name = "Dropper" id = "dropper" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 10, /datum/material/plastic = 30) + materials = list(/datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.1, /datum/material/plastic = SMALL_MATERIAL_AMOUNT * 0.3) build_path = /obj/item/reagent_containers/dropper category = list( RND_CATEGORY_INITIAL, @@ -131,7 +131,7 @@ name = "Blood Filter" id = "blood_filter" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 4000, /datum/material/glass = 1500, /datum/material/silver = 500) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/blood_filter category = list( RND_CATEGORY_INITIAL, @@ -143,7 +143,7 @@ name = "Scalpel" id = "scalpel" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 4000, /datum/material/glass = 1000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/scalpel category = list( RND_CATEGORY_INITIAL, @@ -155,7 +155,7 @@ name = "Circular Saw" id = "circular_saw" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 10000, /datum/material/glass = 6000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 3) build_path = /obj/item/circular_saw category = list( RND_CATEGORY_INITIAL, @@ -167,7 +167,7 @@ name = "Bonesetter" id = "bonesetter" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 2500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 1.25) build_path = /obj/item/bonesetter category = list( RND_CATEGORY_INITIAL, @@ -179,7 +179,7 @@ name = "Surgical Drill" id = "surgicaldrill" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 10000, /datum/material/glass = 6000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 3) build_path = /obj/item/surgicaldrill category = list( RND_CATEGORY_INITIAL, @@ -191,7 +191,7 @@ name = "Retractor" id = "retractor" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 6000, /datum/material/glass = 3000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/retractor category = list( RND_CATEGORY_INITIAL, @@ -203,7 +203,7 @@ name = "Cautery" id = "cautery" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2500, /datum/material/glass = 750) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.25, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 7.5) build_path = /obj/item/cautery category = list( RND_CATEGORY_INITIAL, @@ -215,7 +215,7 @@ name = "Hemostat" id = "hemostat" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 2500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 1.25) build_path = /obj/item/hemostat category = list( RND_CATEGORY_INITIAL, diff --git a/code/modules/research/designs/autolathe/multi-department_designs.dm b/code/modules/research/designs/autolathe/multi-department_designs.dm index 9a11cc49842b..1ab1a3dbb52d 100644 --- a/code/modules/research/designs/autolathe/multi-department_designs.dm +++ b/code/modules/research/designs/autolathe/multi-department_designs.dm @@ -2,7 +2,7 @@ name = "Flashlight" id = "flashlight" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 50, /datum/material/glass = 20) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.2) build_path = /obj/item/flashlight category = list( RND_CATEGORY_INITIAL, @@ -13,7 +13,7 @@ name = "Pocket Crowbar" id = "crowbar" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/crowbar category = list( RND_CATEGORY_INITIAL, @@ -25,7 +25,7 @@ name = "Multitool" id = "multitool" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 50, /datum/material/glass = 20) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.2) build_path = /obj/item/multitool category = list( RND_CATEGORY_INITIAL, @@ -37,7 +37,7 @@ name = "Rapid Wiring Device" id = "rwd" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 10000, /datum/material/glass = 5000) + materials = list(/datum/material/iron = 10000, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5) build_path = /obj/item/rwd/loaded category = list( RND_CATEGORY_INITIAL, @@ -49,7 +49,7 @@ name = "Gas Analyzer" id = "analyzer" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 30, /datum/material/glass = 20) + materials = list(/datum/material/iron = 30, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.2) build_path = /obj/item/analyzer category = list( RND_CATEGORY_INITIAL, @@ -61,7 +61,7 @@ name = "Welding Tool" id = "welding_tool" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 70, /datum/material/glass = 20) + materials = list(/datum/material/iron = 70, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.2) build_path = /obj/item/weldingtool/empty category = list( RND_CATEGORY_INITIAL, @@ -170,7 +170,7 @@ name = "Toolbox" id = "tool_box" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(MAT_CATEGORY_ITEM_MATERIAL = 500) + materials = list(MAT_CATEGORY_ITEM_MATERIAL =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/storage/toolbox category = list( RND_CATEGORY_INITIAL, @@ -181,7 +181,7 @@ name = "Emergency Oxygen Tank" id = "emergency_oxygen" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/tank/internals/emergency_oxygen/empty category = list( RND_CATEGORY_INITIAL, @@ -215,7 +215,7 @@ name = "Generic Gas Tank" id = "generic_tank" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 1000) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/tank/internals/generic category = list( RND_CATEGORY_INITIAL, @@ -227,7 +227,7 @@ name = "Boxcutter" id = "boxcutter" build_type = AUTOLATHE | PROTOLATHE - materials = list(/datum/material/iron = 4000, /datum/material/plastic = 500) + materials = list(/datum/material/iron = 4000, /datum/material/plastic =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/boxcutter category = list( RND_CATEGORY_INITIAL, @@ -250,7 +250,7 @@ name = "Beaker" id = "beaker" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 500) + materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT*5) category = list( RND_CATEGORY_INITIAL, RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY, @@ -274,7 +274,7 @@ name = "Igniter" id = "igniter" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/assembly/igniter category = list( RND_CATEGORY_INITIAL, @@ -286,7 +286,7 @@ name = "Condenser" id = "condenser" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron=250, /datum/material/glass=300) + materials = list(/datum/material/iron=250, /datum/material/glass=SMALL_MATERIAL_AMOUNT * 3) build_path = /obj/item/assembly/igniter/condenser category = list( RND_CATEGORY_INITIAL, @@ -309,7 +309,7 @@ name = "Infrared Emitter" id = "infrared_emitter" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 1000, /datum/material/glass = 500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/assembly/infra category = list( RND_CATEGORY_INITIAL, @@ -321,7 +321,7 @@ name = "Health Sensor" id = "health_sensor" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 800, /datum/material/glass = 200) + materials = list(/datum/material/iron = 800, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/assembly/health category = list( RND_CATEGORY_INITIAL, @@ -333,7 +333,7 @@ name = "Timer" id = "timer" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/assembly/timer category = list( RND_CATEGORY_INITIAL, @@ -345,7 +345,7 @@ name = "Voice Analyzer" id = "voice_analyzer" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/assembly/voice category = list( RND_CATEGORY_INITIAL, @@ -357,7 +357,7 @@ name = "Light Tube" id = "light_tube" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 100) + materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/light/tube category = list( RND_CATEGORY_INITIAL, @@ -369,7 +369,7 @@ name = "Light Bulb" id = "light_bulb" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 100) + materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/light/bulb category = list( RND_CATEGORY_INITIAL, @@ -381,7 +381,7 @@ name = "Proximity Sensor" id = "prox_sensor" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 800, /datum/material/glass = 200) + materials = list(/datum/material/iron = 800, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/assembly/prox_sensor category = list( RND_CATEGORY_INITIAL, @@ -404,7 +404,7 @@ name = "Spraycan" id = "spraycan" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 100, /datum/material/glass = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/toy/crayon/spraycan category = list( RND_CATEGORY_INITIAL, @@ -428,7 +428,7 @@ name = "Fluid Duct" id = "fluid_ducts" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/stack/ducts maxstack = 50 category = list( @@ -453,7 +453,7 @@ name = "Package Wrapping" id = "packagewrap" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 200, /datum/material/glass = 200) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 2, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/stack/package_wrap category = list( RND_CATEGORY_INITIAL, @@ -466,7 +466,7 @@ name = "Holodisk" id = "holodisk" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 100, /datum/material/glass = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/disk/holodisk category = list( RND_CATEGORY_INITIAL, @@ -478,7 +478,7 @@ name = "Blue Circuit Tile" id = "circuit" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/stack/tile/circuit maxstack = 50 category = list( @@ -492,7 +492,7 @@ name = "Green Circuit Tile" id = "circuitgreen" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/stack/tile/circuit/green maxstack = 50 category = list( @@ -505,7 +505,7 @@ name = "Red Circuit Tile" id = "circuitred" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/stack/tile/circuit/red maxstack = 50 category = list( @@ -518,7 +518,7 @@ name = "Conveyor Belt" id = "conveyor_belt" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 3000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/stack/conveyor maxstack = 30 category = list( @@ -543,7 +543,7 @@ name = "Laptop Frame" id = "laptop" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 10000, /datum/material/glass = 1000) + materials = list(/datum/material/iron = 10000, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/modular_computer/laptop/buildable category = list( RND_CATEGORY_INITIAL, @@ -556,7 +556,7 @@ desc = "A utility scanner that fills multiple roles: Exports, sales, and vendor price tags." id = "universal_scanner" build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE - materials = list(/datum/material/iron = 1500, /datum/material/glass = 500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/universal_scanner category = list( RND_CATEGORY_INITIAL, @@ -569,7 +569,7 @@ desc = "An paper biscuit which can seal in itself paperwork. After sealing it the only way to open is through cracking it, cracking is irreversible and makes it permamently open. Not actually a biscuit." id = "biscuit" build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE - materials = list(/datum/material/plastic = 20) + materials = list(/datum/material/plastic =SMALL_MATERIAL_AMOUNT*0.2) build_path = /obj/item/folder/biscuit/unsealed category = list( RND_CATEGORY_INITIAL, diff --git a/code/modules/research/designs/autolathe/security_designs.dm b/code/modules/research/designs/autolathe/security_designs.dm index 807be97003aa..def8847a1743 100644 --- a/code/modules/research/designs/autolathe/security_designs.dm +++ b/code/modules/research/designs/autolathe/security_designs.dm @@ -2,7 +2,7 @@ name = "Beanbag Slug (Less Lethal)" id = "beanbag_slug" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ammo_casing/shotgun/beanbag category = list( RND_CATEGORY_INITIAL, @@ -50,7 +50,7 @@ name = "Universal Recorder Tape" id = "tape" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 20, /datum/material/glass = 5) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.2, /datum/material/glass = 5) build_path = /obj/item/tape/random category = list( RND_CATEGORY_INITIAL, @@ -62,7 +62,7 @@ name = "Box of Foam Darts (Harmless)" id = "foam_dart" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/ammo_box/foambox category = list( RND_CATEGORY_INITIAL, @@ -74,7 +74,7 @@ name = "Flamethrower (Lethal/Highly Destructive)" id = "flamethrower" build_type = AUTOLATHE - materials = list(/datum/material/iron = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/flamethrower/full category = list( RND_CATEGORY_HACKED, @@ -98,7 +98,7 @@ name = "Handcuffs" id = "handcuffs" build_type = AUTOLATHE - materials = list(/datum/material/iron = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/restraints/handcuffs category = list( RND_CATEGORY_HACKED, @@ -166,7 +166,7 @@ name = "Foam Riot Dart (Nonlethal)" id = "riot_dart" build_type = AUTOLATHE - materials = list(/datum/material/iron = 1000) //Discount for making individually - no box = less iron! + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT) //Discount for making individually - no box = less iron! build_path = /obj/item/ammo_casing/caseless/foam_dart/riot category = list( RND_CATEGORY_HACKED, @@ -214,7 +214,7 @@ name = "Ammo Box (10mm) (Lethal)" id = "c10mm" build_type = AUTOLATHE - materials = list(/datum/material/iron = 30000) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 300) build_path = /obj/item/ammo_box/c10mm category = list( RND_CATEGORY_HACKED, @@ -226,7 +226,7 @@ name = "Ammo Box (.45) (Lethal)" id = "c45" build_type = AUTOLATHE - materials = list(/datum/material/iron = 30000) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 300) build_path = /obj/item/ammo_box/c45 category = list( RND_CATEGORY_HACKED, @@ -238,7 +238,7 @@ name = "Ammo Box (9mm) (Lethal)" id = "c9mm" build_type = AUTOLATHE - materials = list(/datum/material/iron = 30000) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 300) build_path = /obj/item/ammo_box/c9mm category = list( RND_CATEGORY_HACKED, @@ -252,7 +252,7 @@ build_type = PROTOLATHE materials = list( /datum/material/iron = 10000, - /datum/material/glass = 5000, + /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, ) build_path = /obj/item/wallframe/telescreen/interrogation category = list( @@ -267,7 +267,7 @@ build_type = PROTOLATHE materials = list( /datum/material/iron = 10000, - /datum/material/glass = 5000, + /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, ) build_path = /obj/item/wallframe/telescreen/prison category = list( diff --git a/code/modules/research/designs/autolathe/service_designs.dm b/code/modules/research/designs/autolathe/service_designs.dm index f1f590eb93e8..a71f5aa566ea 100644 --- a/code/modules/research/designs/autolathe/service_designs.dm +++ b/code/modules/research/designs/autolathe/service_designs.dm @@ -2,7 +2,7 @@ name = "Bucket" id = "bucket" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 200) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/reagent_containers/cup/bucket category = list( RND_CATEGORY_INITIAL, @@ -14,7 +14,7 @@ name = "Watering Can" id = "watering_can" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 200) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/reagent_containers/cup/watering_can category = list( RND_CATEGORY_INITIAL, @@ -26,7 +26,7 @@ name = "Mop" id = "mop" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 1000) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mop category = list( RND_CATEGORY_INITIAL, @@ -38,7 +38,7 @@ name = "Push Broom" id = "pushbroom" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/pushbroom category = list( RND_CATEGORY_INITIAL, @@ -50,7 +50,7 @@ name = "Camera" id = "camera" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 50, /datum/material/glass = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/camera category = list( RND_CATEGORY_INITIAL, @@ -86,7 +86,7 @@ name = "Plastic Knife" id = "plastic_knife" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plastic = 100) + materials = list(/datum/material/plastic =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/knife/plastic category = list( RND_CATEGORY_INITIAL, @@ -158,7 +158,7 @@ name = "Serving Tray" id = "servingtray" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 3000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/storage/bag/tray category = list( RND_CATEGORY_INITIAL, @@ -182,7 +182,7 @@ name = "Cafeteria Tray" id = "foodtray" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 3000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/storage/bag/tray/cafeteria category = list( RND_CATEGORY_INITIAL, @@ -194,7 +194,7 @@ name = "Bowl" id = "bowl" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 500) + materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT*5) category = list(RND_CATEGORY_INITIAL, RND_CATEGORY_EQUIPMENT) build_path = /obj/item/reagent_containers/cup/bowl category = list( @@ -206,7 +206,7 @@ name = "Drinking Glass" id = "drinking_glass" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 500) + materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT*5) category = list(RND_CATEGORY_INITIAL, RND_CATEGORY_EQUIPMENT) build_path = /obj/item/reagent_containers/cup/glass/drinkingglass category = list( @@ -218,7 +218,7 @@ name = "Shot Glass" id = "shot_glass" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 100) + materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT) category = list(RND_CATEGORY_INITIAL, RND_CATEGORY_EQUIPMENT) build_path = /obj/item/reagent_containers/cup/glass/drinkingglass/shotglass category = list( @@ -230,7 +230,7 @@ name = "Shaker" id = "shaker" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 1500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT * 1.5) category = list(RND_CATEGORY_INITIAL, RND_CATEGORY_EQUIPMENT) build_path = /obj/item/reagent_containers/cup/glass/shaker category = list( @@ -242,7 +242,7 @@ name = "Cultivator" id = "cultivator" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron=50) + materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/cultivator category = list( RND_CATEGORY_INITIAL, @@ -254,7 +254,7 @@ name = "Plant Analyzer" id = "plant_analyzer" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 30, /datum/material/glass = 20) + materials = list(/datum/material/iron = 30, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.2) build_path = /obj/item/plant_analyzer category = list( RND_CATEGORY_INITIAL, @@ -266,7 +266,7 @@ name = "Shovel" id = "shovel" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/shovel category = list( RND_CATEGORY_INITIAL, @@ -278,7 +278,7 @@ name = "Spade" id = "spade" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/shovel/spade category = list( RND_CATEGORY_INITIAL, @@ -326,7 +326,7 @@ name = "Station Bounced Radio" id = "bounced_radio" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 75, /datum/material/glass = 25) + materials = list(/datum/material/iron = 75, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.25) build_path = /obj/item/radio/off category = list( RND_CATEGORY_INITIAL, @@ -350,7 +350,7 @@ name = "Pet Carrier" id = "pet_carrier" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 7500, /datum/material/glass = 100) + materials = list(/datum/material/iron = 7500, /datum/material/glass =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/pet_carrier category = list( RND_CATEGORY_INITIAL, @@ -362,7 +362,7 @@ name = "Cap Gun" id = "toygun" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 100, /datum/material/glass = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/toy/gun category = list( RND_CATEGORY_HACKED, @@ -374,7 +374,7 @@ name = "Box of Cap Gun Shots" id = "capbox" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 20, /datum/material/glass = 5) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.2, /datum/material/glass = 5) build_path = /obj/item/toy/ammo/gun category = list( RND_CATEGORY_HACKED, @@ -398,7 +398,7 @@ name = "Plastic Armblade" id = "toy_armblade" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plastic = 2000) + materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/toy/foamblade category = list( RND_CATEGORY_HACKED, @@ -422,7 +422,7 @@ name = "Plastic Bead Necklace" id = "plastic_necklace" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plastic = 500) + materials = list(/datum/material/plastic =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/clothing/neck/beads category = list( RND_CATEGORY_INITIAL, @@ -446,7 +446,7 @@ name = "Plastic Box" id = "plastic_box" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plastic = 1000) + materials = list(/datum/material/plastic =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/storage/box/plastic category = list( RND_CATEGORY_INITIAL, @@ -458,7 +458,7 @@ name = "Sticky Tape" id = "sticky_tape" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plastic = 500) + materials = list(/datum/material/plastic =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/stack/sticky_tape category = list(RND_CATEGORY_INITIAL, RND_CATEGORY_EQUIPMENT) maxstack = 5 @@ -483,7 +483,7 @@ name = "Hand Labeler Paper Roll" id = "roll" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 50, /datum/material/glass = 25) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.25) build_path = /obj/item/hand_labeler_refill category = list( RND_CATEGORY_INITIAL, @@ -519,7 +519,7 @@ name = "Fishing Rod" id = "fishing_rod" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 200, /datum/material/glass = 200) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 2, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/fishing_rod category = list( RND_CATEGORY_INITIAL, @@ -545,7 +545,7 @@ build_type = PROTOLATHE materials = list( /datum/material/iron = 10000, - /datum/material/glass = 5000, + /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, ) build_path = /obj/item/wallframe/telescreen/bar category = list( @@ -560,7 +560,7 @@ build_type = PROTOLATHE materials = list( /datum/material/iron = 10000, - /datum/material/glass = 5000, + /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, ) build_path = /obj/item/wallframe/telescreen/entertainment category = list( diff --git a/code/modules/research/designs/biogenerator_designs.dm b/code/modules/research/designs/biogenerator_designs.dm index 0327e20ad8e4..d39aaf5f4565 100644 --- a/code/modules/research/designs/biogenerator_designs.dm +++ b/code/modules/research/designs/biogenerator_designs.dm @@ -70,7 +70,7 @@ name = "Monkey Cube" id = "mcube" build_type = BIOGENERATOR - materials = list(/datum/material/biomass = 50) + materials = list(/datum/material/biomass =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/food/monkeycube category = list(RND_CATEGORY_INITIAL, RND_CATEGORY_BIO_FOOD) diff --git a/code/modules/research/designs/bluespace_designs.dm b/code/modules/research/designs/bluespace_designs.dm index 0ff835890725..ea48ad208fde 100644 --- a/code/modules/research/designs/bluespace_designs.dm +++ b/code/modules/research/designs/bluespace_designs.dm @@ -8,7 +8,7 @@ desc = "A bluespace tracking beacon." id = "beacon" build_type = PROTOLATHE - materials = list(/datum/material/iron = 150, /datum/material/glass = 100) + materials = list(/datum/material/iron = 150, /datum/material/glass =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/beacon category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_BLUESPACE @@ -20,7 +20,7 @@ desc = "A block of metal ready to be transformed into a bag of holding with a bluespace anomaly core." id = "bag_holding" build_type = PROTOLATHE - materials = list(/datum/material/gold = 3000, /datum/material/diamond = 1500, /datum/material/uranium = 250, /datum/material/bluespace = 2000) + materials = list(/datum/material/gold =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/uranium = 250, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/bag_of_holding_inert category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE @@ -32,7 +32,7 @@ desc = "A small blue crystal with mystical properties." id = "bluespace_crystal" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/diamond = 1500, /datum/material/plasma = 1500) + materials = list(/datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/stack/ore/bluespace_crystal/artificial category = list( RND_CATEGORY_CONSTRUCTION + RND_SUBCATEGORY_CONSTRUCTION_MATERIALS @@ -44,7 +44,7 @@ desc = "Little thingie that can track its position at all times." id = "telesci_gps" build_type = PROTOLATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 1000) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/gps category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_BLUESPACE @@ -57,7 +57,7 @@ desc = "A device that can desynchronize the user from spacetime." id = "desynchronizer" build_type = PROTOLATHE - materials = list(/datum/material/iron = 1000, /datum/material/glass = 500, /datum/material/silver = 1500, /datum/material/bluespace = 1000) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/desynchronizer category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_BLUESPACE @@ -69,7 +69,7 @@ desc = "A mining satchel that can hold an infinite amount of ores." id = "minerbag_holding" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/gold = 250, /datum/material/uranium = 500) //quite cheap, for more convenience + materials = list(/datum/material/gold = 250, /datum/material/uranium =SMALL_MATERIAL_AMOUNT*5) //quite cheap, for more convenience build_path = /obj/item/storage/bag/ore/holding category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MINING @@ -81,7 +81,7 @@ desc = "An experimental device that is able to swap the locations of two entities by switching their particles' spin values. Must be linked to another device to function." id = "swapper" build_type = PROTOLATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 1000, /datum/material/bluespace = 2000, /datum/material/gold = 1500, /datum/material/silver = 1000) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/swapper category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_BLUESPACE diff --git a/code/modules/research/designs/comp_board_designs.dm b/code/modules/research/designs/comp_board_designs.dm index 442d16299ca3..84c5a3ac80ab 100644 --- a/code/modules/research/designs/comp_board_designs.dm +++ b/code/modules/research/designs/comp_board_designs.dm @@ -4,7 +4,7 @@ name = "NULL ENTRY Board" desc = "I promise this doesn't give you syndicate goodies!" build_type = IMPRINTER | AWAY_IMPRINTER - materials = list(/datum/material/glass = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) /datum/design/board/arcade_battle name = "Battle Arcade Machine Board" @@ -60,7 +60,7 @@ name = "AI Upload Board" desc = "Allows for the construction of circuit boards used to build an AI Upload Console." id = "aiupload" - materials = list(/datum/material/glass = 1000, /datum/material/gold = 2000, /datum/material/diamond = 2000, /datum/material/bluespace = 2000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/circuitboard/computer/aiupload category = list( RND_CATEGORY_COMPUTER + RND_SUBCATEGORY_COMPUTER_ROBOTICS @@ -71,7 +71,7 @@ name = "Cyborg Upload Board" desc = "Allows for the construction of circuit boards used to build a Cyborg Upload Console." id = "borgupload" - materials = list(/datum/material/glass = 1000, /datum/material/gold = 2000, /datum/material/diamond = 2000, /datum/material/bluespace = 2000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/circuitboard/computer/borgupload category = list( RND_CATEGORY_COMPUTER + RND_SUBCATEGORY_COMPUTER_ROBOTICS @@ -163,7 +163,7 @@ name = "Robotics Control Console Board" desc = "Allows for the construction of circuit boards used to build a Robotics Control console." id = "robocontrol" - materials = list(/datum/material/glass = 1000, /datum/material/gold = 1000, /datum/material/silver = 1000, /datum/material/bluespace = 2000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/circuitboard/computer/robotics category = list( RND_CATEGORY_COMPUTER + RND_SUBCATEGORY_COMPUTER_ROBOTICS diff --git a/code/modules/research/designs/electronics_designs.dm b/code/modules/research/designs/electronics_designs.dm index c4922b092a62..d55e1a188bd7 100644 --- a/code/modules/research/designs/electronics_designs.dm +++ b/code/modules/research/designs/electronics_designs.dm @@ -8,7 +8,7 @@ desc = "Allows for the construction of an intellicard." id = "intellicard" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 1000, /datum/material/gold = 200) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/aicard category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_MISC @@ -20,7 +20,7 @@ desc = "Allows for the construction of a pAI Card." id = "paicard" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 500, /datum/material/iron = 500) + materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/iron =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/pai_card category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_MISC @@ -32,7 +32,7 @@ desc = "A software package that will allow an artificial intelligence to 'hear' from its cameras via lip reading." id = "ai_cam_upgrade" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 5000, /datum/material/gold = 15000, /datum/material/silver = 15000, /datum/material/diamond = 20000, /datum/material/plasma = 10000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/gold = 15000, /datum/material/silver = 15000, /datum/material/diamond = 20000, /datum/material/plasma = 10000) build_path = /obj/item/surveillance_upgrade category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_UPGRADES @@ -47,7 +47,7 @@ desc = "Produce additional disks for storing technology data." id = "tech_disk" build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE - materials = list(/datum/material/iron = 300, /datum/material/glass = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/disk/tech_disk category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE diff --git a/code/modules/research/designs/experisci_designs.dm b/code/modules/research/designs/experisci_designs.dm index 5c1b6796f257..b4478a4b1dcf 100644 --- a/code/modules/research/designs/experisci_designs.dm +++ b/code/modules/research/designs/experisci_designs.dm @@ -3,7 +3,7 @@ desc = "Experimental scanning unit used for performing scanning experiments." id = "experi_scanner" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 500, /datum/material/iron = 500) + materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/iron =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/experi_scanner category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE diff --git a/code/modules/research/designs/limbgrower_designs.dm b/code/modules/research/designs/limbgrower_designs.dm index 444f8d920971..f52621b09c82 100644 --- a/code/modules/research/designs/limbgrower_designs.dm +++ b/code/modules/research/designs/limbgrower_designs.dm @@ -233,7 +233,7 @@ desc = "Contains designs for various limbs." id = "limbdesign_parent" build_type = PROTOLATHE - materials = list(/datum/material/iron = 300, /datum/material/glass = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/disk/design_disk/limbs category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL diff --git a/code/modules/research/designs/machine_designs.dm b/code/modules/research/designs/machine_designs.dm index c31e25f81534..2959c9af5de0 100644 --- a/code/modules/research/designs/machine_designs.dm +++ b/code/modules/research/designs/machine_designs.dm @@ -616,7 +616,7 @@ name = "Weapon Recharger Board" desc = "The circuit board for a Weapon Recharger." id = "recharger" - materials = list(/datum/material/glass = 1000, /datum/material/gold = 2000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/circuitboard/machine/recharger category = list( RND_CATEGORY_MACHINE + RND_SUBCATEGORY_MACHINE_SECURITY diff --git a/code/modules/research/designs/mecha_designs.dm b/code/modules/research/designs/mecha_designs.dm index 0a346f10f13e..b8e08996d93c 100644 --- a/code/modules/research/designs/mecha_designs.dm +++ b/code/modules/research/designs/mecha_designs.dm @@ -136,7 +136,7 @@ name = "\"Phazon\" Central Control module" desc = "Allows for the construction of a \"Phazon\" Central Control module." id = "phazon_main" - materials = list(/datum/material/glass = 1000, /datum/material/bluespace = 100) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/circuitboard/mecha/phazon/main category = list( RND_CATEGORY_EXOSUIT_BOARDS + RND_SUBCATEGORY_EXOSUIT_BOARDS_PHAZON @@ -147,7 +147,7 @@ name = "\"Phazon\" Peripherals Control module" desc = "Allows for the construction of a \"Phazon\" Peripheral Control module." id = "phazon_peri" - materials = list(/datum/material/glass = 1000, /datum/material/bluespace = 100) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/circuitboard/mecha/phazon/peripherals category = list( RND_CATEGORY_EXOSUIT_BOARDS + RND_SUBCATEGORY_EXOSUIT_BOARDS_PHAZON @@ -158,7 +158,7 @@ name = "\"Phazon\" Weapons & Targeting Control module" desc = "Allows for the construction of a \"Phazon\" Weapons & Targeting Control module." id = "phazon_targ" - materials = list(/datum/material/glass = 1000, /datum/material/bluespace = 100) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/circuitboard/mecha/phazon/targeting category = list( RND_CATEGORY_EXOSUIT_BOARDS + RND_SUBCATEGORY_EXOSUIT_BOARDS_PHAZON @@ -225,7 +225,7 @@ id = "mech_scattershot" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot - materials = list(/datum/material/iron=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -249,7 +249,7 @@ id = "mech_scattershot_ammo" build_type = MECHFAB build_path = /obj/item/mecha_ammo/scattershot - materials = list(/datum/material/iron=6000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*3) construction_time = 20 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -273,7 +273,7 @@ id = "mech_carbine" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine - materials = list(/datum/material/iron=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -297,7 +297,7 @@ id = "mech_carbine_ammo" build_type = MECHFAB build_path = /obj/item/mecha_ammo/incendiary - materials = list(/datum/material/iron=6000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*3) construction_time = 20 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -321,7 +321,7 @@ id = "mech_ion" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/ion - materials = list(/datum/material/iron=20000,/datum/material/silver=6000,/datum/material/uranium=2000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/silver=SHEET_MATERIAL_AMOUNT*3,/datum/material/uranium=SHEET_MATERIAL_AMOUNT) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -345,7 +345,7 @@ id = "mech_tesla" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/tesla - materials = list(/datum/material/iron=20000,/datum/material/silver=8000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/silver=SHEET_MATERIAL_AMOUNT*4) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -369,7 +369,7 @@ id = "mech_laser" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser - materials = list(/datum/material/iron=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -393,7 +393,7 @@ id = "mech_laser_heavy" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy - materials = list(/datum/material/iron=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -417,7 +417,7 @@ id = "mech_disabler" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/disabler - materials = list(/datum/material/iron=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -441,7 +441,7 @@ id = "mech_grenade_launcher" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang - materials = list(/datum/material/iron=22000,/datum/material/gold=6000,/datum/material/silver=8000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*11,/datum/material/gold=SHEET_MATERIAL_AMOUNT*3,/datum/material/silver=SHEET_MATERIAL_AMOUNT*4) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -465,7 +465,7 @@ id = "mech_grenade_launcher_ammo" build_type = MECHFAB build_path = /obj/item/mecha_ammo/flashbang - materials = list(/datum/material/iron=4000,/datum/material/gold=500) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2,/datum/material/gold=SMALL_MATERIAL_AMOUNT*5) construction_time = 20 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -489,7 +489,7 @@ id = "mech_missile_rack" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/breaching - materials = list(/datum/material/iron=22000,/datum/material/gold=6000,/datum/material/silver=8000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*11,/datum/material/gold=SHEET_MATERIAL_AMOUNT*3,/datum/material/silver=SHEET_MATERIAL_AMOUNT*4) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -513,7 +513,7 @@ id = "mech_missile_rack_ammo" build_type = MECHFAB build_path = /obj/item/mecha_ammo/missiles_pep - materials = list(/datum/material/iron=8000,/datum/material/gold=500) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*4,/datum/material/gold=SMALL_MATERIAL_AMOUNT*5) construction_time = 20 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -537,7 +537,7 @@ id = "clusterbang_launcher" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang/clusterbang - materials = list(/datum/material/iron=20000,/datum/material/gold=10000,/datum/material/uranium=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/gold=SHEET_MATERIAL_AMOUNT*5,/datum/material/uranium=SHEET_MATERIAL_AMOUNT*5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -561,7 +561,7 @@ id = "clusterbang_launcher_ammo" build_type = MECHFAB build_path = /obj/item/mecha_ammo/clusterbang - materials = list(/datum/material/iron=6000,/datum/material/gold=1500,/datum/material/uranium=1500) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*3,/datum/material/gold=HALF_SHEET_MATERIAL_AMOUNT * 1.5,/datum/material/uranium=HALF_SHEET_MATERIAL_AMOUNT * 1.5) construction_time = 20 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -585,7 +585,7 @@ id = "mech_wormhole_gen" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/wormhole_generator - materials = list(/datum/material/iron=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -615,7 +615,7 @@ id = "mech_teleporter" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/teleporter - materials = list(/datum/material/iron=10000,/datum/material/diamond=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5,/datum/material/diamond=SHEET_MATERIAL_AMOUNT*5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -645,7 +645,7 @@ id = "mech_rcd" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/rcd - materials = list(/datum/material/iron=30000,/datum/material/gold=20000,/datum/material/plasma=25000,/datum/material/silver=20000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*15,/datum/material/gold=SHEET_MATERIAL_AMOUNT*10,/datum/material/plasma=SHEET_MATERIAL_AMOUNT*12.5,/datum/material/silver=SHEET_MATERIAL_AMOUNT*10) construction_time = 1200 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -675,7 +675,7 @@ id = "mech_thrusters" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/thrusters/gas - materials = list(/datum/material/iron=25000,/datum/material/titanium=5000,/datum/material/silver=3000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*12.5,/datum/material/titanium=SHEET_MATERIAL_AMOUNT * 2.5,/datum/material/silver=SHEET_MATERIAL_AMOUNT*1.5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -705,7 +705,7 @@ id = "mech_gravcatapult" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/gravcatapult - materials = list(/datum/material/iron=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -735,7 +735,7 @@ id = "mech_repair_droid" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/repair_droid - materials = list(/datum/material/iron=10000,/datum/material/glass = 5000,/datum/material/gold=1000,/datum/material/silver=2000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5,/datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5,/datum/material/gold=HALF_SHEET_MATERIAL_AMOUNT,/datum/material/silver=SHEET_MATERIAL_AMOUNT) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -765,7 +765,7 @@ id = "mech_ccw_armor" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/armor/anticcw_armor_booster - materials = list(/datum/material/iron=20000,/datum/material/silver=5000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/silver=SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -795,7 +795,7 @@ id = "mech_proj_armor" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/armor/antiproj_armor_booster - materials = list(/datum/material/iron=20000,/datum/material/gold=5000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/gold=SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -825,7 +825,7 @@ id = "mech_diamond_drill" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/drill/diamonddrill - materials = list(/datum/material/iron=10000,/datum/material/diamond=6500) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5,/datum/material/diamond=SHEET_MATERIAL_AMOUNT*3.25) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -845,7 +845,7 @@ id = "mech_plasma_cutter" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/plasma - materials = list(/datum/material/iron = 8000, /datum/material/glass = 1000, /datum/material/plasma = 2000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*4, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plasma =SHEET_MATERIAL_AMOUNT) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -873,7 +873,7 @@ id = "mecha_kineticgun" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/mecha_kineticgun - materials = list(/datum/material/iron = 8000, /datum/material/glass = 1000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*4, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -901,7 +901,7 @@ id = "mech_lmg" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg - materials = list(/datum/material/iron=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -923,7 +923,7 @@ id = "mech_lmg_ammo" build_type = MECHFAB build_path = /obj/item/mecha_ammo/lmg - materials = list(/datum/material/iron=4000) + materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT *2) construction_time = 20 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -945,7 +945,7 @@ id = "mech_sleeper" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/medical/sleeper - materials = list(/datum/material/iron=5000, /datum/material/glass = 10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -963,7 +963,7 @@ id = "mech_syringe_gun" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/medical/syringe_gun - materials = list(/datum/material/iron=3000, /datum/material/glass = 2000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*1.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -980,7 +980,7 @@ desc = "Equipment for medical exosuits. A mounted medical nanite projector which will treat patients with a focused beam." id = "mech_medi_beam" build_type = MECHFAB - materials = list(/datum/material/iron = 15000, /datum/material/glass = 8000, /datum/material/plasma = 3000, /datum/material/gold = 8000, /datum/material/diamond = 2000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*7.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*4, /datum/material/plasma =SHEET_MATERIAL_AMOUNT*1.5, /datum/material/gold = SHEET_MATERIAL_AMOUNT*4, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) construction_time = 250 build_path = /obj/item/mecha_parts/mecha_equipment/medical/mechmedbeam category = list( diff --git a/code/modules/research/designs/mechfabricator_designs.dm b/code/modules/research/designs/mechfabricator_designs.dm index c7b58875902a..ec29ee5f36b0 100644 --- a/code/modules/research/designs/mechfabricator_designs.dm +++ b/code/modules/research/designs/mechfabricator_designs.dm @@ -4,7 +4,7 @@ id = "borg_suit" build_type = MECHFAB build_path = /obj/item/robot_suit - materials = list(/datum/material/iron=15000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5) construction_time = 500 category = list( RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS @@ -15,7 +15,7 @@ id = "borg_chest" build_type = MECHFAB build_path = /obj/item/bodypart/chest/robot - materials = list(/datum/material/iron=40000) + materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT*20) construction_time = 350 category = list( RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS @@ -26,7 +26,7 @@ id = "borg_head" build_type = MECHFAB build_path = /obj/item/bodypart/head/robot - materials = list(/datum/material/iron=5000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 350 category = list( RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS @@ -37,7 +37,7 @@ id = "borg_l_arm" build_type = MECHFAB build_path = /obj/item/bodypart/arm/left/robot - materials = list(/datum/material/iron=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS @@ -48,7 +48,7 @@ id = "borg_r_arm" build_type = MECHFAB build_path = /obj/item/bodypart/arm/right/robot - materials = list(/datum/material/iron=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS @@ -59,7 +59,7 @@ id = "borg_l_leg" build_type = MECHFAB build_path = /obj/item/bodypart/leg/left/robot - materials = list(/datum/material/iron=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS @@ -70,7 +70,7 @@ id = "borg_r_leg" build_type = MECHFAB build_path = /obj/item/bodypart/leg/right/robot - materials = list(/datum/material/iron=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CHASSIS @@ -82,7 +82,7 @@ id = "ripley_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/ripley - materials = list(/datum/material/iron=20000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_RIPLEY + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -93,7 +93,7 @@ id = "ripley_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/ripley_torso - materials = list(/datum/material/iron=20000,/datum/material/glass = 7500) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/glass =SHEET_MATERIAL_AMOUNT*3.75) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_RIPLEY + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -104,7 +104,7 @@ id = "ripley_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/ripley_left_arm - materials = list(/datum/material/iron=15000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5) construction_time = 150 category = list( RND_CATEGORY_MECHFAB_RIPLEY + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -115,7 +115,7 @@ id = "ripley_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/ripley_right_arm - materials = list(/datum/material/iron=15000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5) construction_time = 150 category = list( RND_CATEGORY_MECHFAB_RIPLEY + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -126,7 +126,7 @@ id = "ripley_left_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/ripley_left_leg - materials = list(/datum/material/iron=15000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5) construction_time = 150 category = list( RND_CATEGORY_MECHFAB_RIPLEY + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -137,7 +137,7 @@ id = "ripley_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/ripley_right_leg - materials = list(/datum/material/iron=15000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5) construction_time = 150 category = list( RND_CATEGORY_MECHFAB_RIPLEY + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -149,7 +149,7 @@ id = "odysseus_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/odysseus - materials = list(/datum/material/iron=20000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_ODYSSEUS + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -160,7 +160,7 @@ id = "odysseus_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_torso - materials = list(/datum/material/iron=12000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*6) construction_time = 180 category = list( RND_CATEGORY_MECHFAB_ODYSSEUS + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -171,7 +171,7 @@ id = "odysseus_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_head - materials = list(/datum/material/iron=6000,/datum/material/glass = 10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*3,/datum/material/glass =SHEET_MATERIAL_AMOUNT*5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_ODYSSEUS + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -182,7 +182,7 @@ id = "odysseus_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_left_arm - materials = list(/datum/material/iron=6000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*3) construction_time = 120 category = list( RND_CATEGORY_MECHFAB_ODYSSEUS + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -193,7 +193,7 @@ id = "odysseus_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_right_arm - materials = list(/datum/material/iron=6000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*3) construction_time = 120 category = list( RND_CATEGORY_MECHFAB_ODYSSEUS + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -204,7 +204,7 @@ id = "odysseus_left_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_left_leg - materials = list(/datum/material/iron=7000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*3.5) construction_time = 130 category = list( RND_CATEGORY_MECHFAB_ODYSSEUS + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -215,7 +215,7 @@ id = "odysseus_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_right_leg - materials = list(/datum/material/iron=7000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*3.5) construction_time = 130 category = list( RND_CATEGORY_MECHFAB_ODYSSEUS + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -227,7 +227,7 @@ id = "gygax_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/gygax - materials = list(/datum/material/iron=20000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_GYGAX + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -238,7 +238,7 @@ id = "gygax_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_torso - materials = list(/datum/material/iron=20000,/datum/material/glass = 10000,/datum/material/gold=2000, /datum/material/silver=2000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/glass =SHEET_MATERIAL_AMOUNT*5,/datum/material/gold=SHEET_MATERIAL_AMOUNT, /datum/material/silver=SHEET_MATERIAL_AMOUNT) construction_time = 300 category = list( RND_CATEGORY_MECHFAB_GYGAX + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -249,7 +249,7 @@ id = "gygax_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_head - materials = list(/datum/material/iron=10000,/datum/material/glass = 5000, /datum/material/gold=2000, /datum/material/silver=2000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5,/datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/gold=SHEET_MATERIAL_AMOUNT, /datum/material/silver=SHEET_MATERIAL_AMOUNT) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_GYGAX + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -260,7 +260,7 @@ id = "gygax_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_left_arm - materials = list(/datum/material/iron=15000, /datum/material/gold=1000, /datum/material/silver=1000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5, /datum/material/gold=HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver=HALF_SHEET_MATERIAL_AMOUNT) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_GYGAX + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -271,7 +271,7 @@ id = "gygax_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_right_arm - materials = list(/datum/material/iron=15000, /datum/material/gold=1000, /datum/material/silver=1000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5, /datum/material/gold=HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver=HALF_SHEET_MATERIAL_AMOUNT) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_GYGAX + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -282,7 +282,7 @@ id = "gygax_left_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_left_leg - materials = list(/datum/material/iron=15000, /datum/material/gold=2000, /datum/material/silver=2000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5, /datum/material/gold=SHEET_MATERIAL_AMOUNT, /datum/material/silver=SHEET_MATERIAL_AMOUNT) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_GYGAX + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -293,7 +293,7 @@ id = "gygax_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_right_leg - materials = list(/datum/material/iron=15000, /datum/material/gold=2000, /datum/material/silver=2000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5, /datum/material/gold=SHEET_MATERIAL_AMOUNT, /datum/material/silver=SHEET_MATERIAL_AMOUNT) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_GYGAX + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -304,7 +304,7 @@ id = "gygax_armor" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_armor - materials = list(/datum/material/iron=15000,/datum/material/gold=10000, /datum/material/silver=10000, /datum/material/titanium=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5,/datum/material/gold=SHEET_MATERIAL_AMOUNT*5, /datum/material/silver=SHEET_MATERIAL_AMOUNT*5, /datum/material/titanium=SHEET_MATERIAL_AMOUNT*5) construction_time = 600 category = list( RND_CATEGORY_MECHFAB_GYGAX + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -316,7 +316,7 @@ id = "durand_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/durand - materials = list(/datum/material/iron=25000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*12.5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_DURAND + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -327,7 +327,7 @@ id = "durand_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_torso - materials = list(/datum/material/iron=25000, /datum/material/glass = 10000,/datum/material/silver=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*12.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT*5,/datum/material/silver=SHEET_MATERIAL_AMOUNT*5) construction_time = 300 category = list( RND_CATEGORY_MECHFAB_DURAND + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -338,7 +338,7 @@ id = "durand_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_head - materials = list(/datum/material/iron=10000,/datum/material/glass = 15000,/datum/material/silver=2000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5,/datum/material/glass =SHEET_MATERIAL_AMOUNT*7.5,/datum/material/silver=SHEET_MATERIAL_AMOUNT) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_DURAND + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -349,7 +349,7 @@ id = "durand_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_left_arm - materials = list(/datum/material/iron=10000,/datum/material/silver=4000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5,/datum/material/silver=SHEET_MATERIAL_AMOUNT*2) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_DURAND + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -360,7 +360,7 @@ id = "durand_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_right_arm - materials = list(/datum/material/iron=10000,/datum/material/silver=4000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5,/datum/material/silver=SHEET_MATERIAL_AMOUNT*2) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_DURAND + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -371,7 +371,7 @@ id = "durand_left_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_left_leg - materials = list(/datum/material/iron=15000,/datum/material/silver=4000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5,/datum/material/silver=SHEET_MATERIAL_AMOUNT*2) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_DURAND + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -382,7 +382,7 @@ id = "durand_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_right_leg - materials = list(/datum/material/iron=15000,/datum/material/silver=4000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5,/datum/material/silver=SHEET_MATERIAL_AMOUNT*2) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_DURAND + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -393,7 +393,7 @@ id = "durand_armor" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_armor - materials = list(/datum/material/iron=30000,/datum/material/uranium=25000,/datum/material/titanium=20000) + materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 300,/datum/material/uranium=SHEET_MATERIAL_AMOUNT*12.5,/datum/material/titanium=SHEET_MATERIAL_AMOUNT*10) construction_time = 600 category = list( RND_CATEGORY_MECHFAB_DURAND + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -405,7 +405,7 @@ id = "honk_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/honker - materials = list(/datum/material/iron=20000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_HONK + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -416,7 +416,7 @@ id = "honk_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/honker_torso - materials = list(/datum/material/iron=20000,/datum/material/glass = 10000,/datum/material/bananium=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/glass =SHEET_MATERIAL_AMOUNT*5,/datum/material/bananium=SHEET_MATERIAL_AMOUNT*5) construction_time = 300 category = list( RND_CATEGORY_MECHFAB_HONK + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -427,7 +427,7 @@ id = "honk_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/honker_head - materials = list(/datum/material/iron=10000,/datum/material/glass = 5000,/datum/material/bananium=5000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5,/datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5,/datum/material/bananium=SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_HONK + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -438,7 +438,7 @@ id = "honk_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/honker_left_arm - materials = list(/datum/material/iron=15000,/datum/material/bananium=5000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5,/datum/material/bananium=SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_HONK + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -449,7 +449,7 @@ id = "honk_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/honker_right_arm - materials = list(/datum/material/iron=15000,/datum/material/bananium=5000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5,/datum/material/bananium=SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_HONK + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -460,7 +460,7 @@ id = "honk_left_leg" build_type = MECHFAB build_path =/obj/item/mecha_parts/part/honker_left_leg - materials = list(/datum/material/iron=20000,/datum/material/bananium=5000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/bananium=SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_HONK + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -471,7 +471,7 @@ id = "honk_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/honker_right_leg - materials = list(/datum/material/iron=20000,/datum/material/bananium=5000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/bananium=SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_HONK + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -483,7 +483,7 @@ id = "phazon_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/phazon - materials = list(/datum/material/iron=20000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_PHAZON + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -494,7 +494,7 @@ id = "phazon_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_torso - materials = list(/datum/material/iron=35000,/datum/material/glass = 10000,/datum/material/plasma=20000) + materials = list(/datum/material/iron=35000,/datum/material/glass =SHEET_MATERIAL_AMOUNT*5,/datum/material/plasma=SHEET_MATERIAL_AMOUNT*10) construction_time = 300 category = list( RND_CATEGORY_MECHFAB_PHAZON + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -505,7 +505,7 @@ id = "phazon_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_head - materials = list(/datum/material/iron=15000,/datum/material/glass = 5000,/datum/material/plasma=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5,/datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5,/datum/material/plasma=SHEET_MATERIAL_AMOUNT*5) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_PHAZON + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -516,7 +516,7 @@ id = "phazon_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_left_arm - materials = list(/datum/material/iron=20000,/datum/material/plasma=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/plasma=SHEET_MATERIAL_AMOUNT*5) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_PHAZON + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -527,7 +527,7 @@ id = "phazon_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_right_arm - materials = list(/datum/material/iron=20000,/datum/material/plasma=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/plasma=SHEET_MATERIAL_AMOUNT*5) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_PHAZON + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -538,7 +538,7 @@ id = "phazon_left_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_left_leg - materials = list(/datum/material/iron=20000,/datum/material/plasma=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/plasma=SHEET_MATERIAL_AMOUNT*5) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_PHAZON + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -549,7 +549,7 @@ id = "phazon_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_right_leg - materials = list(/datum/material/iron=20000,/datum/material/plasma=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/plasma=SHEET_MATERIAL_AMOUNT*5) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_PHAZON + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -560,7 +560,7 @@ id = "phazon_armor" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_armor - materials = list(/datum/material/iron=25000,/datum/material/plasma=20000,/datum/material/titanium=20000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*12.5,/datum/material/plasma=SHEET_MATERIAL_AMOUNT*10,/datum/material/titanium=SHEET_MATERIAL_AMOUNT*10) construction_time = 300 category = list( RND_CATEGORY_MECHFAB_PHAZON + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -572,7 +572,7 @@ id = "savannah_ivanov_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/savannah_ivanov - materials = list(/datum/material/iron=20000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_SAVANNAH_IVANOV + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -583,7 +583,7 @@ id = "savannah_ivanov_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/savannah_ivanov_torso - materials = list(/datum/material/iron=20000,/datum/material/glass = 7500) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/glass =SHEET_MATERIAL_AMOUNT*3.75) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_SAVANNAH_IVANOV + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -594,7 +594,7 @@ id = "savannah_ivanov_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/savannah_ivanov_head - materials = list(/datum/material/iron=6000,/datum/material/glass = 10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*3,/datum/material/glass =SHEET_MATERIAL_AMOUNT*5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_SAVANNAH_IVANOV + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -605,7 +605,7 @@ id = "savannah_ivanov_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/savannah_ivanov_left_arm - materials = list(/datum/material/iron=15000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5) construction_time = 150 category = list( RND_CATEGORY_MECHFAB_SAVANNAH_IVANOV + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -616,7 +616,7 @@ id = "savannah_ivanov_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/savannah_ivanov_right_arm - materials = list(/datum/material/iron=15000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5) construction_time = 150 category = list( RND_CATEGORY_MECHFAB_SAVANNAH_IVANOV + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -627,7 +627,7 @@ id = "savannah_ivanov_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/savannah_ivanov - materials = list(/datum/material/iron=25000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*12.5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_SAVANNAH_IVANOV + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -638,7 +638,7 @@ id = "savannah_ivanov_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/savannah_ivanov_torso - materials = list(/datum/material/iron=25000, /datum/material/glass = 10000,/datum/material/silver=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*12.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT*5,/datum/material/silver=SHEET_MATERIAL_AMOUNT*5) construction_time = 300 category = list( RND_CATEGORY_MECHFAB_SAVANNAH_IVANOV + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -649,7 +649,7 @@ id = "savannah_ivanov_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/savannah_ivanov_head - materials = list(/datum/material/iron=10000,/datum/material/glass = 15000,/datum/material/silver=2000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5,/datum/material/glass =SHEET_MATERIAL_AMOUNT*7.5,/datum/material/silver=SHEET_MATERIAL_AMOUNT) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_SAVANNAH_IVANOV + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -660,7 +660,7 @@ id = "savannah_ivanov_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/savannah_ivanov_left_arm - materials = list(/datum/material/iron=10000,/datum/material/silver=4000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5,/datum/material/silver=SHEET_MATERIAL_AMOUNT*2) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_SAVANNAH_IVANOV + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -671,7 +671,7 @@ id = "savannah_ivanov_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/savannah_ivanov_right_arm - materials = list(/datum/material/iron=10000,/datum/material/silver=4000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5,/datum/material/silver=SHEET_MATERIAL_AMOUNT*2) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_SAVANNAH_IVANOV + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -682,7 +682,7 @@ id = "savannah_ivanov_left_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/savannah_ivanov_left_leg - materials = list(/datum/material/iron=15000,/datum/material/silver=4000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5,/datum/material/silver=SHEET_MATERIAL_AMOUNT*2) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_SAVANNAH_IVANOV + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -693,7 +693,7 @@ id = "savannah_ivanov_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/savannah_ivanov_right_leg - materials = list(/datum/material/iron=15000,/datum/material/silver=4000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5,/datum/material/silver=SHEET_MATERIAL_AMOUNT*2) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_SAVANNAH_IVANOV + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -704,7 +704,7 @@ id = "savannah_ivanov_armor" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/savannah_ivanov_armor - materials = list(/datum/material/iron=30000,/datum/material/uranium=25000,/datum/material/titanium=20000) + materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 300,/datum/material/uranium=SHEET_MATERIAL_AMOUNT*12.5,/datum/material/titanium=SHEET_MATERIAL_AMOUNT*10) construction_time = 600 category = list( RND_CATEGORY_MECHFAB_SAVANNAH_IVANOV + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -716,7 +716,7 @@ id = "clarke_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/clarke - materials = list(/datum/material/iron=20000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_CLARKE + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -727,7 +727,7 @@ id = "clarke_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/clarke_torso - materials = list(/datum/material/iron=20000,/datum/material/glass = 7500) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/glass =SHEET_MATERIAL_AMOUNT*3.75) construction_time = 200 category = list( RND_CATEGORY_MECHFAB_CLARKE + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -738,7 +738,7 @@ id = "clarke_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/clarke_head - materials = list(/datum/material/iron=6000,/datum/material/glass = 10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*3,/datum/material/glass =SHEET_MATERIAL_AMOUNT*5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_CLARKE + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -749,7 +749,7 @@ id = "clarke_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/clarke_left_arm - materials = list(/datum/material/iron=15000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5) construction_time = 150 category = list( RND_CATEGORY_MECHFAB_CLARKE + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -760,7 +760,7 @@ id = "clarke_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/clarke_right_arm - materials = list(/datum/material/iron=15000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*7.5) construction_time = 150 category = list( RND_CATEGORY_MECHFAB_CLARKE + RND_SUBCATEGORY_MECHFAB_CHASSIS @@ -772,7 +772,7 @@ id = "ripleyupgrade" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/ripleyupgrade - materials = list(/datum/material/iron=10000,/datum/material/plasma=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5,/datum/material/plasma=SHEET_MATERIAL_AMOUNT*5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -788,7 +788,7 @@ id = "mech_hydraulic_clamp" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/hydraulic_clamp - materials = list(/datum/material/iron=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -804,7 +804,7 @@ id = "mech_drill" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/drill - materials = list(/datum/material/iron=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -831,7 +831,7 @@ id = "mech_mscanner" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/mining_scanner - materials = list(/datum/material/iron=5000,/datum/material/glass = 2500) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT * 2.5,/datum/material/glass = SHEET_MATERIAL_AMOUNT *1.25) construction_time = 50 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -849,7 +849,7 @@ id = "mech_extinguisher" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/extinguisher - materials = list(/datum/material/iron=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -867,7 +867,7 @@ id = "mech_generator" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/generator - materials = list(/datum/material/iron=10000,/datum/material/glass = 1000,/datum/material/silver=2000,/datum/material/plasma=5000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5,/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT,/datum/material/silver=SHEET_MATERIAL_AMOUNT,/datum/material/plasma=SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 100 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -894,7 +894,7 @@ id = "mech_mousetrap_mortar" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/mousetrap_mortar - materials = list(/datum/material/iron=20000,/datum/material/bananium=5000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/bananium=SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 300 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -911,7 +911,7 @@ id = "mech_banana_mortar" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/banana_mortar - materials = list(/datum/material/iron=20000,/datum/material/bananium=5000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/bananium=SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 300 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -928,7 +928,7 @@ id = "mech_honker" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/honker - materials = list(/datum/material/iron=20000,/datum/material/bananium=10000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/bananium=SHEET_MATERIAL_AMOUNT*5) construction_time = 500 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -945,7 +945,7 @@ id = "mech_punching_face" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove - materials = list(/datum/material/iron=20000,/datum/material/bananium=7500) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*10,/datum/material/bananium=SHEET_MATERIAL_AMOUNT*3.75) construction_time = 400 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -966,7 +966,7 @@ id = "borg_upgrade_rename" build_type = MECHFAB build_path = /obj/item/borg/upgrade/rename - materials = list(/datum/material/iron = 5000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 120 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ALL @@ -977,7 +977,7 @@ id = "borg_upgrade_restart" build_type = MECHFAB build_path = /obj/item/borg_restart_board - materials = list(/datum/material/iron = 20000 , /datum/material/glass = 5000) + materials = list(/datum/material/iron = 20000 , /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 120 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ALL @@ -988,7 +988,7 @@ id = "borg_upgrade_thrusters" build_type = MECHFAB build_path = /obj/item/borg/upgrade/thrusters - materials = list(/datum/material/iron = 10000, /datum/material/glass = 6000, /datum/material/plasma = 5000, /datum/material/uranium = 6000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*5, /datum/material/glass =SHEET_MATERIAL_AMOUNT*3, /datum/material/plasma =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/uranium =SHEET_MATERIAL_AMOUNT*3) construction_time = 120 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ALL @@ -999,7 +999,7 @@ id = "borg_upgrade_disablercooler" build_type = MECHFAB build_path = /obj/item/borg/upgrade/disablercooler - materials = list(/datum/material/iron = 20000 , /datum/material/glass = 6000, /datum/material/gold = 2000, /datum/material/diamond = 2000) + materials = list(/datum/material/iron = 20000 , /datum/material/glass =SHEET_MATERIAL_AMOUNT*3, /datum/material/gold =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) construction_time = 120 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_SECURITY @@ -1010,7 +1010,7 @@ id = "borg_upgrade_diamonddrill" build_type = MECHFAB build_path = /obj/item/borg/upgrade/ddrill - materials = list(/datum/material/iron=10000, /datum/material/glass = 6000, /datum/material/diamond = 2000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*5, /datum/material/glass =SHEET_MATERIAL_AMOUNT*3, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) construction_time = 80 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_MINING @@ -1021,7 +1021,7 @@ id = "borg_upgrade_holding" build_type = MECHFAB build_path = /obj/item/borg/upgrade/soh - materials = list(/datum/material/iron = 10000, /datum/material/gold = 2000, /datum/material/uranium = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*5, /datum/material/gold =SHEET_MATERIAL_AMOUNT, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT) construction_time = 40 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_MINING @@ -1032,7 +1032,7 @@ id = "borg_upgrade_lavaproof" build_type = MECHFAB build_path = /obj/item/borg/upgrade/lavaproof - materials = list(/datum/material/iron = 10000, /datum/material/plasma = 4000, /datum/material/titanium = 5000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*5, /datum/material/plasma =SHEET_MATERIAL_AMOUNT*2, /datum/material/titanium =SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 120 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_MINING @@ -1043,7 +1043,7 @@ id = "borg_syndicate_module" build_type = MECHFAB build_path = /obj/item/borg/upgrade/syndicate - materials = list(/datum/material/iron = 15000, /datum/material/glass = 15000, /datum/material/diamond = 10000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*7.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT*7.5, /datum/material/diamond =SHEET_MATERIAL_AMOUNT*5) construction_time = 120 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ALL @@ -1054,7 +1054,7 @@ id = "borg_transform_clown" build_type = MECHFAB build_path = /obj/item/borg/upgrade/transform/clown - materials = list(/datum/material/iron = 15000, /datum/material/glass = 15000, /datum/material/bananium = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*7.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT*7.5, /datum/material/bananium =HALF_SHEET_MATERIAL_AMOUNT) construction_time = 120 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ALL @@ -1065,7 +1065,7 @@ id = "borg_upgrade_selfrepair" build_type = MECHFAB build_path = /obj/item/borg/upgrade/selfrepair - materials = list(/datum/material/iron = 15000, /datum/material/glass = 15000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*7.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT*7.5) construction_time = 80 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ALL @@ -1076,7 +1076,7 @@ id = "borg_upgrade_expandedsynthesiser" build_type = MECHFAB build_path = /obj/item/borg/upgrade/hypospray/expanded - materials = list(/datum/material/iron = 15000, /datum/material/glass = 15000, /datum/material/plasma = 8000, /datum/material/uranium = 8000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*7.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT*7.5, /datum/material/plasma =SHEET_MATERIAL_AMOUNT*4, /datum/material/uranium =SHEET_MATERIAL_AMOUNT*4) construction_time = 80 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_MEDICAL @@ -1087,7 +1087,7 @@ id = "borg_upgrade_piercinghypospray" build_type = MECHFAB build_path = /obj/item/borg/upgrade/piercing_hypospray - materials = list(/datum/material/iron = 15000, /datum/material/glass = 15000, /datum/material/titanium = 5000, /datum/material/diamond = 3000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*7.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT*7.5, /datum/material/titanium =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/diamond =SHEET_MATERIAL_AMOUNT * 1.5) construction_time = 80 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_MEDICAL @@ -1098,7 +1098,7 @@ id = "borg_upgrade_defibrillator" build_type = MECHFAB build_path = /obj/item/borg/upgrade/defib - materials = list(/datum/material/iron = 8000, /datum/material/glass = 5000, /datum/material/silver = 4000, /datum/material/gold = 3000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*4, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver =SHEET_MATERIAL_AMOUNT*2, /datum/material/gold =SHEET_MATERIAL_AMOUNT * 1.5) construction_time = 80 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_MEDICAL @@ -1109,7 +1109,7 @@ id = "borg_upgrade_surgicalprocessor" build_type = MECHFAB build_path = /obj/item/borg/upgrade/processor - materials = list(/datum/material/iron = 5000, /datum/material/glass = 4000, /datum/material/silver = 4000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT*2, /datum/material/silver =SHEET_MATERIAL_AMOUNT*2) construction_time = 40 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_MEDICAL @@ -1120,7 +1120,7 @@ id = "borg_upgrade_trashofholding" build_type = MECHFAB build_path = /obj/item/borg/upgrade/tboh - materials = list(/datum/material/gold = 2000, /datum/material/uranium = 1000) + materials = list(/datum/material/gold =SHEET_MATERIAL_AMOUNT, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT) construction_time = 40 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_JANITOR @@ -1131,7 +1131,7 @@ id = "borg_upgrade_advancedmop" build_type = MECHFAB build_path = /obj/item/borg/upgrade/amop - materials = list(/datum/material/iron = 2000, /datum/material/glass = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =SHEET_MATERIAL_AMOUNT) construction_time = 40 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_JANITOR @@ -1142,7 +1142,7 @@ id = "borg_upgrade_prt" build_type = MECHFAB build_path = /obj/item/borg/upgrade/prt - materials = list(/datum/material/iron = 2500, /datum/material/glass = 750) //same price as a cautery + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*1.125, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT*0.75) //same price as a cautery construction_time = 40 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_JANITOR @@ -1153,7 +1153,7 @@ id = "borg_upgrade_expand" build_type = MECHFAB build_path = /obj/item/borg/upgrade/expand - materials = list(/datum/material/iron = 200000, /datum/material/titanium = 5000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*100, /datum/material/titanium =SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 120 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ALL @@ -1164,7 +1164,7 @@ id = "borg_ai_control" build_type = MECHFAB build_path = /obj/item/borg/upgrade/ai - materials = list(/datum/material/iron = 1200, /datum/material/glass = 1500, /datum/material/gold = 200) + materials = list(/datum/material/iron = 1200, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/gold =SMALL_MATERIAL_AMOUNT * 2) construction_time = 50 category = list( RND_CATEGORY_MECHFAB_CYBORG + RND_SUBCATEGORY_MECHFAB_CYBORG_CONTROL_INTERFACES @@ -1176,7 +1176,7 @@ id = "borg_upgrade_rped" build_type = MECHFAB build_path = /obj/item/borg/upgrade/rped - materials = list(/datum/material/iron = 10000, /datum/material/glass = 5000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*5, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 120 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ENGINEERING @@ -1187,7 +1187,7 @@ id = "borg_upgrade_circuitapp" build_type = MECHFAB build_path = /obj/item/borg/upgrade/circuit_app - materials = list(/datum/material/iron = 2000, /datum/material/titanium = 500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/titanium =SMALL_MATERIAL_AMOUNT*5) construction_time = 120 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_ENGINEERING @@ -1198,7 +1198,7 @@ id = "borg_upgrade_beakerapp" build_type = MECHFAB build_path = /obj/item/borg/upgrade/beaker_app - materials = list(/datum/material/iron = 2000, /datum/material/glass = 2250) //Need glass for the new beaker too + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT*1.125) //Need glass for the new beaker too construction_time = 120 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_MEDICAL @@ -1209,7 +1209,7 @@ id = "borg_upgrade_pinpointer" build_type = MECHFAB build_path = /obj/item/borg/upgrade/pinpointer - materials = list(/datum/material/iron = 1000, /datum/material/glass = 500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) construction_time = 120 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_MEDICAL @@ -1220,7 +1220,7 @@ id = "borg_upgrade_broomer" build_type = MECHFAB build_path = /obj/item/borg/upgrade/broomer - materials = list(/datum/material/iron = 4000, /datum/material/glass = 500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) construction_time = 120 category = list( RND_CATEGORY_MECHFAB_CYBORG_MODULES + RND_SUBCATEGORY_MECHFAB_CYBORG_MODULES_JANITOR @@ -1232,7 +1232,7 @@ desc = "The Warrior's bland acronym, MMI, obscures the true horror of this monstrosity." id = "mmi" build_type = MECHFAB - materials = list(/datum/material/iron = 1000, /datum/material/glass = 500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) construction_time = 75 build_path = /obj/item/mmi category = list( @@ -1253,7 +1253,7 @@ desc = "The latest in Artificial Intelligences." id = "mmi_posi" build_type = MECHFAB - materials = list(/datum/material/iron = 1700, /datum/material/glass = 1350, /datum/material/gold = 500) + materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT*1.7, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT*1.35, /datum/material/gold =SMALL_MATERIAL_AMOUNT*5) construction_time = 75 build_path = /obj/item/mmi/posibrain category = list( @@ -1267,7 +1267,7 @@ id = "mecha_tracking" build_type = MECHFAB build_path =/obj/item/mecha_parts/mecha_tracking - materials = list(/datum/material/iron=500) + materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*5) construction_time = 50 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -1294,7 +1294,7 @@ id = "mecha_tracking_ai_control" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_tracking/ai_control - materials = list(/datum/material/iron = 1000, /datum/material/glass = 500, /datum/material/silver = 200) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver =SMALL_MATERIAL_AMOUNT * 2) construction_time = 50 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -1322,7 +1322,7 @@ id = "mecha_camera" build_type = MECHFAB build_path = /obj/item/mecha_parts/camera_kit - materials = list(/datum/material/iron = 1000, /datum/material/glass = 500, /datum/material/plasma = 200, /datum/material/titanium = 200) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/plasma =SMALL_MATERIAL_AMOUNT * 2, /datum/material/titanium =SMALL_MATERIAL_AMOUNT * 2) construction_time = 50 category = list( RND_CATEGORY_MECHFAB_EQUIPMENT, @@ -1349,7 +1349,7 @@ desc = "When a problem arises, SCIENCE is the solution." id = "sflash" build_type = MECHFAB - materials = list(/datum/material/iron = 750, /datum/material/glass = 750) + materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 7.5) construction_time = 100 build_path = /obj/item/assembly/flash/handheld category = list( @@ -1367,7 +1367,7 @@ desc = "A 'Nakamura Engineering' designed shell for a Modular Suit." id = "mod_shell" build_type = MECHFAB - materials = list(/datum/material/iron = 10000, /datum/material/plasma = 5000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*5, /datum/material/plasma =SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 25 SECONDS build_path = /obj/item/mod/construction/shell category = list( @@ -1379,7 +1379,7 @@ desc = "A 'Nakamura Engineering' designed helmet for a Modular Suit." id = "mod_helmet" build_type = MECHFAB - materials = list(/datum/material/iron = 5000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 10 SECONDS build_path = /obj/item/mod/construction/helmet category = list( @@ -1391,7 +1391,7 @@ desc = "A 'Nakamura Engineering' designed chestplate for a Modular Suit." id = "mod_chestplate" build_type = MECHFAB - materials = list(/datum/material/iron = 5000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 10 SECONDS build_path = /obj/item/mod/construction/chestplate category = list( @@ -1403,7 +1403,7 @@ desc = "'Nakamura Engineering' designed gauntlets for a Modular Suit." id = "mod_gauntlets" build_type = MECHFAB - materials = list(/datum/material/iron = 5000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 10 SECONDS build_path = /obj/item/mod/construction/gauntlets category = list( @@ -1415,7 +1415,7 @@ desc = "'Nakamura Engineering' designed boots for a Modular Suit." id = "mod_boots" build_type = MECHFAB - materials = list(/datum/material/iron = 5000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5) construction_time = 10 SECONDS build_path = /obj/item/mod/construction/boots category = list( @@ -1427,7 +1427,7 @@ desc = "External plating for a MODsuit." id = "mod_plating_standard" build_type = MECHFAB - materials = list(/datum/material/iron = 6000, /datum/material/glass = 3000, /datum/material/plasma = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*3, /datum/material/glass =SHEET_MATERIAL_AMOUNT*1.5, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT) construction_time = 15 SECONDS build_path = /obj/item/mod/construction/plating category = list( @@ -1446,7 +1446,7 @@ name = "MOD Engineering Plating" id = "mod_plating_engineering" build_path = /obj/item/mod/construction/plating/engineering - materials = list(/datum/material/iron = 6000, /datum/material/gold = 2000, /datum/material/glass = 1000, /datum/material/plasma = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*3, /datum/material/gold =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT) departmental_flags = DEPARTMENT_BITFLAG_ENGINEERING research_icon_state = "engineering-plating" @@ -1454,7 +1454,7 @@ name = "MOD Atmospheric Plating" id = "mod_plating_atmospheric" build_path = /obj/item/mod/construction/plating/atmospheric - materials = list(/datum/material/iron = 6000, /datum/material/titanium = 2000, /datum/material/glass = 1000, /datum/material/plasma = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*3, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT) departmental_flags = DEPARTMENT_BITFLAG_ENGINEERING research_icon_state = "atmospheric-plating" @@ -1462,7 +1462,7 @@ name = "MOD Medical Plating" id = "mod_plating_medical" build_path = /obj/item/mod/construction/plating/medical - materials = list(/datum/material/iron = 6000, /datum/material/silver = 2000, /datum/material/glass = 1000, /datum/material/plasma = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*3, /datum/material/silver =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT) departmental_flags = DEPARTMENT_BITFLAG_MEDICAL research_icon_state = "medical-plating" @@ -1470,7 +1470,7 @@ name = "MOD Security Plating" id = "mod_plating_security" build_path = /obj/item/mod/construction/plating/security - materials = list(/datum/material/iron = 6000, /datum/material/uranium = 2000, /datum/material/glass = 1000, /datum/material/plasma = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*3, /datum/material/uranium =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT) departmental_flags = DEPARTMENT_BITFLAG_SECURITY research_icon_state = "security-plating" @@ -1478,7 +1478,7 @@ name = "MOD Cosmohonk Plating" id = "mod_plating_cosmohonk" build_path = /obj/item/mod/construction/plating/cosmohonk - materials = list(/datum/material/iron = 6000, /datum/material/bananium = 2000, /datum/material/glass = 1000, /datum/material/plasma = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*3, /datum/material/bananium =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT) departmental_flags = DEPARTMENT_BITFLAG_SERVICE research_icon_state = "cosmohonk-plating" @@ -1489,7 +1489,7 @@ desc = "A paint kit for Modular Suits." id = "mod_paint_kit" build_type = PROTOLATHE | MECHFAB - materials = list(/datum/material/iron = 1000, /datum/material/plastic = 500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic =SMALL_MATERIAL_AMOUNT*5) construction_time = 5 SECONDS build_path = /obj/item/mod/paint category = list( @@ -1502,7 +1502,7 @@ name = "MOD Module" build_type = PROTOLATHE | MECHFAB construction_time = 1 SECONDS - materials = list(/datum/material/iron = 1000, /datum/material/glass = 1000) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_GENERAL @@ -1516,19 +1516,19 @@ /datum/design/module/mod_storage name = "Storage Module" id = "mod_storage" - materials = list(/datum/material/iron = 2500, /datum/material/glass = 500) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT *1.25, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/mod/module/storage /datum/design/module/mod_storage_expanded name = "Expanded Storage Module" id = "mod_storage_expanded" - materials = list(/datum/material/iron = 5000, /datum/material/uranium = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/uranium =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/storage/large_capacity /datum/design/module/mod_visor_medhud name = "Medical Visor Module" id = "mod_visor_medhud" - materials = list(/datum/material/silver = 500, /datum/material/glass = 1000) + materials = list(/datum/material/silver =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/visor/medhud category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_MEDICAL @@ -1538,7 +1538,7 @@ /datum/design/module/mod_visor_diaghud name = "Diagnostic Visor Module" id = "mod_visor_diaghud" - materials = list(/datum/material/gold = 500, /datum/material/glass = 1000) + materials = list(/datum/material/gold =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/visor/diaghud category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SCIENCE @@ -1548,7 +1548,7 @@ /datum/design/module/mod_visor_sechud name = "Security Visor Module" id = "mod_visor_sechud" - materials = list(/datum/material/titanium = 500, /datum/material/glass = 1000) + materials = list(/datum/material/titanium =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/visor/sechud category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SECURITY @@ -1558,7 +1558,7 @@ /datum/design/module/mod_visor_meson name = "Meson Visor Module" id = "mod_visor_meson" - materials = list(/datum/material/uranium = 500, /datum/material/glass = 1000) + materials = list(/datum/material/uranium =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/visor/meson category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SUPPLY @@ -1568,7 +1568,7 @@ /datum/design/module/mod_visor_welding name = "Welding Protection Module" id = "mod_welding" - materials = list(/datum/material/iron = 500, /datum/material/glass = 1000) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/welding category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_ENGINEERING @@ -1577,7 +1577,7 @@ /datum/design/module/mod_t_ray name = "T-Ray Scanner Module" id = "mod_t_ray" - materials = list(/datum/material/iron = 500, /datum/material/glass = 1000) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/t_ray category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_ENGINEERING @@ -1587,7 +1587,7 @@ /datum/design/module/mod_health_analyzer name = "Health Analyzer Module" id = "mod_health_analyzer" - materials = list(/datum/material/iron = 500, /datum/material/glass = 1000) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/health_analyzer category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_MEDICAL @@ -1597,7 +1597,7 @@ /datum/design/module/mod_stealth name = "Cloak Module" id = "mod_stealth" - materials = list(/datum/material/iron = 1000, /datum/material/bluespace = 500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/mod/module/stealth category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SECURITY @@ -1607,13 +1607,13 @@ /datum/design/module/mod_jetpack name = "Ion Jetpack Module" id = "mod_jetpack" - materials = list(/datum/material/iron = 1500, /datum/material/plasma = 1000) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/jetpack /datum/design/module/mod_magboot name = "Magnetic Stabilizator Module" id = "mod_magboot" - materials = list(/datum/material/iron = 1000, /datum/material/gold = 500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/mod/module/magboot category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_ENGINEERING @@ -1623,7 +1623,7 @@ /datum/design/module/mod_mag_harness name = "Magnetic Harness Module" id = "mod_mag_harness" - materials = list(/datum/material/iron = 1500, /datum/material/silver = 500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/mod/module/magnetic_harness category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SECURITY @@ -1633,7 +1633,7 @@ /datum/design/module/mod_tether name = "Emergency Tether Module" id = "mod_tether" - materials = list(/datum/material/iron = 1000, /datum/material/silver = 500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/mod/module/tether category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_ENGINEERING @@ -1643,13 +1643,13 @@ /datum/design/module/mod_mouthhole name = "Eating Apparatus Module" id = "mod_mouthhole" - materials = list(/datum/material/iron = 1500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/mod/module/mouthhole /datum/design/module/mod_rad_protection name = "Radiation Protection Module" id = "mod_rad_protection" - materials = list(/datum/material/iron = 1000, /datum/material/uranium = 1000) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/rad_protection category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_ENGINEERING @@ -1658,19 +1658,19 @@ /datum/design/module/mod_emp_shield name = "EMP Shield Module" id = "mod_emp_shield" - materials = list(/datum/material/iron = 1000, /datum/material/plasma = 1000) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/emp_shield /datum/design/module/mod_flashlight name = "Flashlight Module" id = "mod_flashlight" - materials = list(/datum/material/iron = 500, /datum/material/glass = 1000) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/flashlight /datum/design/module/mod_reagent_scanner name = "Reagent Scanner Module" id = "mod_reagent_scanner" - materials = list(/datum/material/glass = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/reagent_scanner category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SCIENCE @@ -1680,7 +1680,7 @@ /datum/design/module/mod_gps name = "Internal GPS Module" id = "mod_gps" - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/mod/module/gps category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SUPPLY @@ -1690,7 +1690,7 @@ /datum/design/module/mod_constructor name = "Constructor Module" id = "mod_constructor" - materials = list(/datum/material/iron = 1000, /datum/material/titanium = 500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/mod/module/constructor category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_ENGINEERING @@ -1700,7 +1700,7 @@ /datum/design/module/mod_quick_carry name = "Quick Carry Module" id = "mod_quick_carry" - materials = list(/datum/material/iron = 1000, /datum/material/titanium = 500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/mod/module/quick_carry category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_MEDICAL @@ -1710,19 +1710,19 @@ /datum/design/module/mod_longfall name = "Longfall Module" id = "mod_longfall" - materials = list(/datum/material/iron = 1000) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/longfall /datum/design/module/mod_thermal_regulator name = "Thermal Regulator Module" id = "mod_thermal_regulator" - materials = list(/datum/material/iron = 500, /datum/material/glass = 1000) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/thermal_regulator /datum/design/module/mod_injector name = "Injector Module" id = "mod_injector" - materials = list(/datum/material/iron = 1000, /datum/material/diamond = 500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/mod/module/injector category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_MEDICAL @@ -1732,7 +1732,7 @@ /datum/design/module/mod_bikehorn name = "Bike Horn Module" id = "mod_bikehorn" - materials = list(/datum/material/plastic = 500, /datum/material/iron = 500) + materials = list(/datum/material/plastic =SMALL_MATERIAL_AMOUNT*5, /datum/material/iron =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/mod/module/bikehorn category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SERVICE @@ -1742,7 +1742,7 @@ /datum/design/module/mod_microwave_beam name = "Microwave Beam Module" id = "mod_microwave_beam" - materials = list(/datum/material/iron = 1000, /datum/material/uranium = 500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/uranium =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/mod/module/microwave_beam category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SERVICE @@ -1752,7 +1752,7 @@ /datum/design/module/mod_waddle name = "Waddle Module" id = "mod_waddle" - materials = list(/datum/material/plastic = 1000, /datum/material/iron = 1000) + materials = list(/datum/material/plastic =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/waddle category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SERVICE @@ -1762,7 +1762,7 @@ /datum/design/module/mod_clamp name = "Crate Clamp Module" id = "mod_clamp" - materials = list(/datum/material/iron = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/clamp category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SUPPLY @@ -1772,7 +1772,7 @@ /datum/design/module/mod_drill name = "Drill Module" id = "mod_drill" - materials = list(/datum/material/silver = 1000, /datum/material/iron = 2000) + materials = list(/datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/iron =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/drill category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SUPPLY @@ -1782,7 +1782,7 @@ /datum/design/module/mod_orebag name = "Ore Bag Module" id = "mod_orebag" - materials = list(/datum/material/iron = 1500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/mod/module/orebag category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SUPPLY @@ -1792,7 +1792,7 @@ /datum/design/module/mod_organ_thrower name = "Organ Thrower Module" id = "mod_organ_thrower" - materials = list(/datum/material/iron = 1000, /datum/material/glass = 1000) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/organ_thrower category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_MEDICAL @@ -1802,31 +1802,31 @@ /datum/design/module/mod_pathfinder name = "Pathfinder Module" id = "mod_pathfinder" - materials = list(/datum/material/uranium = 1000, /datum/material/iron = 1000) + materials = list(/datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/pathfinder /datum/design/module/mod_dna_lock name = "DNA Lock Module" id = "mod_dna_lock" - materials = list(/datum/material/diamond = 500, /datum/material/glass = 1000) + materials = list(/datum/material/diamond =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/dna_lock /datum/design/module/mod_plasma_stabilizer name = "Plasma Stabilizer Module" id = "mod_plasma" - materials = list(/datum/material/plasma = 1000, /datum/material/glass = 1000) + materials = list(/datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/plasma_stabilizer /datum/design/module/mod_glove_translator name = "Glove Translator Module" id = "mod_sign_radio" - materials = list(/datum/material/iron = 750, /datum/material/glass = 500) + materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/mod/module/signlang_radio /datum/design/module/mister_atmos name = "Resin Mister Module" id = "mod_mister_atmos" - materials = list(/datum/material/glass = 1000, /datum/material/titanium = 1500) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/mod/module/mister/atmos category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_ENGINEERING @@ -1836,7 +1836,7 @@ /datum/design/module/mod_holster name = "Holster Module" id = "mod_holster" - materials = list(/datum/material/iron = 1500, /datum/material/glass = 500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/mod/module/holster category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SECURITY @@ -1846,7 +1846,7 @@ /datum/design/module/mod_sonar name = "Active Sonar Module" id = "mod_sonar" - materials = list(/datum/material/titanium = 250, /datum/material/glass = 1000, /datum/material/gold = 500, /datum/material/uranium = 250) + materials = list(/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 2.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =SMALL_MATERIAL_AMOUNT*5, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 2.5) build_path = /obj/item/mod/module/active_sonar category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SECURITY @@ -1856,7 +1856,7 @@ /datum/design/module/projectile_dampener name = "Projectile Dampener Module" id = "mod_projectile_dampener" - materials = list(/datum/material/iron = 1000, /datum/material/bluespace = 500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/mod/module/projectile_dampener category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SECURITY @@ -1866,7 +1866,7 @@ /datum/design/module/surgicalprocessor name = "Surgical Processor Module" id = "mod_surgicalprocessor" - materials = list(/datum/material/titanium = 250, /datum/material/glass = 1000, /datum/material/silver = 1500) + materials = list(/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 2.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/mod/module/surgical_processor category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_MEDICAL @@ -1876,7 +1876,7 @@ /datum/design/module/threadripper name = "Thread Ripper Module" id = "mod_threadripper" - materials = list(/datum/material/titanium = 250, /datum/material/plastic = 1000, /datum/material/silver = 1500) + materials = list(/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 2.5, /datum/material/plastic =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/mod/module/thread_ripper category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_MEDICAL @@ -1886,7 +1886,7 @@ /datum/design/module/defibrillator name = "Defibrillator Module" id = "mod_defib" - materials = list(/datum/material/titanium = 250, /datum/material/diamond = 1000, /datum/material/silver = 1500) + materials = list(/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 2.5, /datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/mod/module/defibrillator category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_MEDICAL @@ -1896,7 +1896,7 @@ /datum/design/module/patienttransport name = "Patient Transport Module" id = "mod_patienttransport" - materials = list(/datum/material/iron = 1000, /datum/material/bluespace = 1000) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/criminalcapture/patienttransport category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_MEDICAL @@ -1906,7 +1906,7 @@ /datum/design/module/criminalcapture name = "Criminal Capture Module" id = "mod_criminalcapture" - materials = list(/datum/material/iron = 1000, /datum/material/bluespace = 1000) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/criminalcapture category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SECURITY @@ -1917,7 +1917,7 @@ /datum/design/module/disposal name = "Disposal Connector Module" id = "mod_disposal" - materials = list(/datum/material/iron = 2500, /datum/material/titanium = 1000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT *1.25, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/disposal_connector category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SUPPLY @@ -1928,7 +1928,7 @@ /datum/design/module/mod_antigrav name = "Anti-Gravity Module" id = "mod_antigrav" - materials = list(/datum/material/iron = 2500, /datum/material/glass = 2000, /datum/material/uranium = 2000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT *1.25, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/uranium =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/anomaly_locked/antigrav category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SCIENCE @@ -1938,7 +1938,7 @@ /datum/design/module/mod_teleporter name = "Teleporter Module" id = "mod_teleporter" - materials = list(/datum/material/iron = 2500, /datum/material/glass = 2000, /datum/material/bluespace = 2000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT *1.25, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/anomaly_locked/teleporter category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_SCIENCE @@ -1948,7 +1948,7 @@ /datum/design/module/mod_kinesis name = "Kinesis Module" id = "mod_kinesis" - materials = list(/datum/material/iron = 2500, /datum/material/glass = 2000, /datum/material/uranium = 1000, /datum/material/bluespace = 1000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT *1.25, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/anomaly_locked/kinesis category = list( RND_CATEGORY_MODSUIT_MODULES + RND_SUBCATEGORY_MODSUIT_MODULES_ENGINEERING diff --git a/code/modules/research/designs/medical_designs.dm b/code/modules/research/designs/medical_designs.dm index c6f38eb3c13f..5290c8603602 100644 --- a/code/modules/research/designs/medical_designs.dm +++ b/code/modules/research/designs/medical_designs.dm @@ -6,7 +6,7 @@ name = "Health Analyzer" id = "healthanalyzer" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/healthanalyzer category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL @@ -18,7 +18,7 @@ desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units." id = "bluespacebeaker" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 5000, /datum/material/plastic = 3000, /datum/material/diamond = 1000, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/plastic =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY ) @@ -30,7 +30,7 @@ desc = "A cryostasis beaker that allows for chemical storage without reactions. Can hold up to 50 units." id = "splitbeaker" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 3000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 1.5) category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY ) @@ -41,7 +41,7 @@ name = "X-large Beaker" id = "xlarge_beaker" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 2500, /datum/material/plastic = 3000) + materials = list(/datum/material/glass = 2500, /datum/material/plastic =SHEET_MATERIAL_AMOUNT * 1.5) category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY ) @@ -52,7 +52,7 @@ name = "Metamaterial Beaker" id = "meta_beaker" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 2500, /datum/material/plastic = 3000, /datum/material/gold = 1000, /datum/material/titanium = 1000) + materials = list(/datum/material/glass = 2500, /datum/material/plastic =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT) category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY ) @@ -63,7 +63,7 @@ name = "Chemical Analyzer" id = "ph_meter" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 2500, /datum/material/gold = 1000, /datum/material/titanium = 1000) + materials = list(/datum/material/glass = 2500, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ph_meter category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY @@ -75,7 +75,7 @@ desc = "An advanced syringe that can hold 60 units of chemicals" id = "bluespacesyringe" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 2000, /datum/material/plasma = 1000, /datum/material/diamond = 1000, /datum/material/bluespace = 500) + materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/reagent_containers/syringe/bluespace category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY @@ -87,7 +87,7 @@ desc = "Produce additional disks for storing genetic data." id = "dna_disk" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 300, /datum/material/glass = 100, /datum/material/silver = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass =SMALL_MATERIAL_AMOUNT, /datum/material/silver =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/disk/data category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_GENETICS @@ -99,7 +99,7 @@ desc = "A diamond-tipped syringe that pierces armor when launched at high velocity. It can hold up to 10 units." id = "piercesyringe" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 2000, /datum/material/diamond = 1000) + materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/reagent_containers/syringe/piercing category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY @@ -135,7 +135,7 @@ desc = "A bluespace body bag, powered by experimental bluespace technology. It can hold loads of bodies and the largest of creatures." id = "bluespacebodybag" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 3000, /datum/material/plasma = 2000, /datum/material/diamond = 500, /datum/material/bluespace = 500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/plasma =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SMALL_MATERIAL_AMOUNT*5, /datum/material/bluespace =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/bodybag/bluespace category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_TOOLS_MEDICAL @@ -147,7 +147,7 @@ desc = "A refill pack for the auto-extinguisher on Plasma-man suits." id = "plasmarefiller" //Why did this have no plasmatech build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 4000, /datum/material/plasma = 1000) + materials = list(/datum/material/iron = 4000, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/extinguisher_refill category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_GAS_TANKS_EQUIPMENT @@ -159,7 +159,7 @@ desc = "Allows tracking of someone's location if their suit sensors are turned to tracking beacon." id = "crewpinpointer" build_type = PROTOLATHE - materials = list(/datum/material/iron = 3000, /datum/material/glass = 1500, /datum/material/gold = 500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/gold =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/pinpointer/crew category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL @@ -172,7 +172,7 @@ id = "defibrillator" build_type = PROTOLATHE | AWAY_LATHE build_path = /obj/item/defibrillator - materials = list(/datum/material/iron = 8000, /datum/material/glass = 4000, /datum/material/silver = 3000, /datum/material/gold = 1500) + materials = list(/datum/material/iron = 8000, /datum/material/glass = 4000, /datum/material/silver =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5) category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL ) @@ -183,7 +183,7 @@ desc = "A mounted frame for holding defibrillators, providing easy security." id = "defibmountdefault" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000, /datum/material/glass = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/wallframe/defib_mount category = list( RND_CATEGORY_CONSTRUCTION + RND_SUBCATEGORY_CONSTRUCTION_MOUNTS @@ -195,7 +195,7 @@ desc = "An all-in-one mounted frame for holding defibrillators, complete with ID-locked clamps and recharging cables. The PENLITE version also allows for slow recharging of the defib's battery." id = "defibmount" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000, /datum/material/glass = 1000, /datum/material/silver = 500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/wallframe/defib_mount/charging category = list( RND_CATEGORY_CONSTRUCTION + RND_SUBCATEGORY_CONSTRUCTION_MOUNTS @@ -208,7 +208,7 @@ id = "defibrillator_compact" build_type = PROTOLATHE | AWAY_LATHE build_path = /obj/item/defibrillator/compact - materials = list(/datum/material/iron = 16000, /datum/material/glass = 8000, /datum/material/silver = 6000, /datum/material/gold = 3000) + materials = list(/datum/material/iron = 16000, /datum/material/glass = 8000, /datum/material/silver = 6000, /datum/material/gold =SHEET_MATERIAL_AMOUNT * 1.5) category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL ) @@ -220,7 +220,7 @@ id = "genescanner" build_path = /obj/item/sequence_scanner build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 1000, /datum/material/glass = 500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_GENETICS ) @@ -232,7 +232,7 @@ id = "healthanalyzer_advanced" build_path = /obj/item/healthanalyzer/advanced build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 2500, /datum/material/silver = 2000, /datum/material/gold = 1500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = 2500, /datum/material/silver =SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL_ADVANCED ) @@ -244,7 +244,7 @@ id = "medigel" build_path = /obj/item/reagent_containers/medigel build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2500, /datum/material/glass = 500) + materials = list(/datum/material/iron = 2500, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL ) @@ -254,7 +254,7 @@ name = "Surgical Drapes" id = "surgical_drapes" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plastic = 2000) + materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/surgical_drapes category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL @@ -267,7 +267,7 @@ id = "laserscalpel" build_path = /obj/item/scalpel/advanced build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 6000, /datum/material/glass = 1500, /datum/material/silver = 2000, /datum/material/gold = 1500, /datum/material/diamond = 200, /datum/material/titanium = 4000) + materials = list(/datum/material/iron = 6000, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/diamond =SMALL_MATERIAL_AMOUNT * 2, /datum/material/titanium = 4000) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL_ADVANCED ) @@ -279,7 +279,7 @@ id = "mechanicalpinches" build_path = /obj/item/retractor/advanced build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 12000, /datum/material/glass = 4000, /datum/material/silver = 4000, /datum/material/titanium = 5000) + materials = list(/datum/material/iron = 12000, /datum/material/glass = 4000, /datum/material/silver = 4000, /datum/material/titanium =SHEET_MATERIAL_AMOUNT * 2.5) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL_ADVANCED ) @@ -291,7 +291,7 @@ id = "searingtool" build_path = /obj/item/cautery/advanced build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 4000, /datum/material/glass = 2000, /datum/material/plasma = 2000, /datum/material/uranium = 3000, /datum/material/titanium = 3000) + materials = list(/datum/material/iron = 4000, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/plasma =SHEET_MATERIAL_AMOUNT, /datum/material/uranium =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/titanium =SHEET_MATERIAL_AMOUNT * 1.5) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL_ADVANCED ) @@ -302,7 +302,7 @@ desc = "A traditional spray bottle used to generate a fine mist. Not to be confused with a medspray." id = "med_spray_bottle" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plastic = 2000) + materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/reagent_containers/spray/medical category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL @@ -315,7 +315,7 @@ id = "chem_pack" build_type = PROTOLATHE | AWAY_LATHE departmental_flags = DEPARTMENT_BITFLAG_MEDICAL - materials = list(/datum/material/plastic = 2000) + materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/reagent_containers/chem_pack category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL @@ -328,7 +328,7 @@ id = "blood_pack" build_type = PROTOLATHE | AWAY_LATHE departmental_flags = DEPARTMENT_BITFLAG_MEDICAL - materials = list(/datum/material/plastic = 1000) + materials = list(/datum/material/plastic =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/reagent_containers/blood category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL @@ -341,7 +341,7 @@ id = "portable_chem_mixer" build_type = PROTOLATHE | AWAY_LATHE departmental_flags = DEPARTMENT_BITFLAG_MEDICAL - materials = list(/datum/material/plastic = 5000, /datum/material/iron = 10000, /datum/material/glass = 3000) + materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/iron = 10000, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/storage/portable_chem_mixer category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY @@ -371,7 +371,7 @@ id = "ci-gloweyes" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB construction_time = 40 - materials = list(/datum/material/iron = 600, /datum/material/glass = 1000) + materials = list(/datum/material/iron = 600, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/organ/internal/eyes/robotic/glow category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_MISC @@ -396,8 +396,8 @@ desc = "A set of surgical tools hidden behind a concealed panel on the user's arm." id = "ci-surgery" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB - materials = list (/datum/material/iron = 2500, /datum/material/glass = 1500, /datum/material/silver = 1500) - construction_time = 200 + materials = list (/datum/material/iron = 2500, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT * 1.5) + construction_time =SMALL_MATERIAL_AMOUNT * 2 build_path = /obj/item/organ/internal/cyberimp/arm/surgery category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY @@ -409,8 +409,8 @@ desc = "A stripped-down version of engineering cyborg toolset, designed to be installed on subject's arm." id = "ci-toolset" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB - materials = list (/datum/material/iron = 2500, /datum/material/glass = 1500, /datum/material/silver = 1500) - construction_time = 200 + materials = list (/datum/material/iron = 2500, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT * 1.5) + construction_time =SMALL_MATERIAL_AMOUNT * 2 build_path = /obj/item/organ/internal/cyberimp/arm/toolset category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY @@ -423,7 +423,7 @@ id = "ci-medhud" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB construction_time = 50 - materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/silver = 500, /datum/material/gold = 500) + materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5, /datum/material/gold =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/organ/internal/cyberimp/eyes/hud/medical category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY @@ -462,7 +462,7 @@ id = "ci-xray" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB construction_time = 60 - materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/silver = 600, /datum/material/gold = 600, /datum/material/plasma = 1000, /datum/material/uranium = 1000, /datum/material/diamond = 1000, /datum/material/bluespace = 1000) + materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/silver = 600, /datum/material/gold = 600, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/organ/internal/eyes/robotic/xray category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_COMBAT @@ -475,7 +475,7 @@ id = "ci-thermals" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB construction_time = 60 - materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/silver = 600, /datum/material/gold = 600, /datum/material/plasma = 1000, /datum/material/diamond = 2000) + materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/silver = 600, /datum/material/gold = 600, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/organ/internal/eyes/robotic/thermals category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_COMBAT @@ -501,7 +501,7 @@ id = "ci-antistun" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB construction_time = 60 - materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/silver = 500, /datum/material/gold = 1000) + materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/organ/internal/cyberimp/brain/anti_stun category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_COMBAT @@ -514,7 +514,7 @@ id = "ci-nutriment" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB construction_time = 40 - materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/gold = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/gold =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/organ/internal/cyberimp/chest/nutriment category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_HEALTH @@ -527,7 +527,7 @@ id = "ci-nutrimentplus" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB construction_time = 50 - materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/gold = 500, /datum/material/uranium = 750) + materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/gold =SMALL_MATERIAL_AMOUNT*5, /datum/material/uranium = 750) build_path = /obj/item/organ/internal/cyberimp/chest/nutriment/plus category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_HEALTH @@ -540,7 +540,7 @@ id = "ci-reviver" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB construction_time = 60 - materials = list(/datum/material/iron = 800, /datum/material/glass = 800, /datum/material/gold = 300, /datum/material/uranium = 500) + materials = list(/datum/material/iron = 800, /datum/material/glass = 800, /datum/material/gold =SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/organ/internal/cyberimp/chest/reviver category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_HEALTH @@ -553,7 +553,7 @@ id = "ci-thrusters" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB construction_time = 80 - materials = list(/datum/material/iron = 4000, /datum/material/glass = 2000, /datum/material/silver = 1000, /datum/material/diamond = 1000) + materials = list(/datum/material/iron = 4000, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/organ/internal/cyberimp/chest/thrusters category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY @@ -569,7 +569,7 @@ desc = "A sterile automatic implant injector." id = "implanter" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 600, /datum/material/glass = 200) + materials = list(/datum/material/iron = 600, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/implanter category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_TOOLS @@ -581,7 +581,7 @@ desc = "A glass case for containing an implant." id = "implantcase" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 500) + materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/implantcase category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_TOOLS @@ -593,7 +593,7 @@ desc = "Makes death amusing." id = "implant_trombone" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 500, /datum/material/bananium = 500) + materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/bananium =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/implantcase/sad_trombone category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_HEALTH @@ -617,7 +617,7 @@ desc = "A glass case containing an implant." id = "implant_tracking" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/implantcase/tracking category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_MISC @@ -632,7 +632,7 @@ id = "cybernetic_liver" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB construction_time = 40 - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/organ/internal/liver/cybernetic category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_1 @@ -643,7 +643,7 @@ name = "Cybernetic Liver" desc = "A cybernetic liver." id = "cybernetic_liver_tier2" - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/organ/internal/liver/cybernetic/tier2 category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_2 @@ -655,7 +655,7 @@ desc = "An upgraded cybernetic liver." id = "cybernetic_liver_tier3" construction_time = 50 - materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver=500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver=SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/organ/internal/liver/cybernetic/tier3 category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3 @@ -668,7 +668,7 @@ id = "cybernetic_heart" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB construction_time = 40 - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/organ/internal/heart/cybernetic category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_1 @@ -679,7 +679,7 @@ name = "Cybernetic Heart" desc = "A cybernetic heart." id = "cybernetic_heart_tier2" - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/organ/internal/heart/cybernetic/tier2 category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_2 @@ -691,7 +691,7 @@ desc = "An upgraded cybernetic heart." id = "cybernetic_heart_tier3" construction_time = 50 - materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver=500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver=SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/organ/internal/heart/cybernetic/tier3 category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3 @@ -704,7 +704,7 @@ id = "cybernetic_lungs" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB construction_time = 40 - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/organ/internal/lungs/cybernetic category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_1 @@ -715,7 +715,7 @@ name = "Cybernetic Lungs" desc = "A pair of cybernetic lungs." id = "cybernetic_lungs_tier2" - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/organ/internal/lungs/cybernetic/tier2 category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_2 @@ -727,7 +727,7 @@ desc = "A pair of upgraded cybernetic lungs." id = "cybernetic_lungs_tier3" construction_time = 50 - materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/organ/internal/lungs/cybernetic/tier3 category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3 @@ -740,7 +740,7 @@ id = "cybernetic_stomach" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB construction_time = 40 - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/organ/internal/stomach/cybernetic category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_1 @@ -751,7 +751,7 @@ name = "Cybernetic Stomach" desc = "A cybernetic stomach." id = "cybernetic_stomach_tier2" - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/organ/internal/stomach/cybernetic/tier2 category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_2 @@ -763,7 +763,7 @@ desc = "An upgraded cybernetic stomach." id = "cybernetic_stomach_tier3" construction_time = 50 - materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/organ/internal/stomach/cybernetic/tier3 category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3 @@ -789,7 +789,7 @@ id = "cybernetic_ears_u" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB construction_time = 40 - materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/organ/internal/ears/cybernetic/upgraded category = list( RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_2 diff --git a/code/modules/research/designs/mining_designs.dm b/code/modules/research/designs/mining_designs.dm index 72cea062cd7f..66e8f53d462b 100644 --- a/code/modules/research/designs/mining_designs.dm +++ b/code/modules/research/designs/mining_designs.dm @@ -7,7 +7,7 @@ desc = "Allows for the construction of circuit boards used to build an Express Supply Console."//who? id = "cargoexpress"//the coder reading this build_type = IMPRINTER - materials = list(/datum/material/glass = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/circuitboard/computer/cargo/express category = list( RND_CATEGORY_COMPUTER + RND_SUBCATEGORY_COMPUTER_CARGO @@ -19,7 +19,7 @@ desc = "Allows the Cargo Express Console to call down the Bluespace Drop Pod, greatly increasing user safety."//who? id = "bluespace_pod"//the coder reading this build_type = PROTOLATHE - materials = list(/datum/material/glass = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/disk/cargo/bluespace_pod category = list( RND_CATEGORY_COMPUTER + RND_SUBCATEGORY_COMPUTER_CARGO @@ -30,7 +30,7 @@ name = "Pickaxe" id = "pickaxe" build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE - materials = list(/datum/material/iron = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/pickaxe category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MINING @@ -42,7 +42,7 @@ desc = "Yours is the drill that will pierce through the rock walls." id = "drill" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 6000, /datum/material/glass = 1000) //expensive, but no need for miners. + materials = list(/datum/material/iron = 6000, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) //expensive, but no need for miners. build_path = /obj/item/pickaxe/drill category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MINING @@ -54,7 +54,7 @@ desc = "Yours is the drill that will pierce the heavens!" id = "drill_diamond" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 6000, /datum/material/glass = 1000, /datum/material/diamond = 2000) //Yes, a whole diamond is needed. + materials = list(/datum/material/iron = 6000, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) //Yes, a whole diamond is needed. build_path = /obj/item/pickaxe/drill/diamonddrill category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MINING @@ -66,7 +66,7 @@ desc = "You could use it to cut limbs off of xenos! Or, you know, mine stuff." id = "plasmacutter" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 1500, /datum/material/glass = 500, /datum/material/plasma = 400) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/plasma = 400) build_path = /obj/item/gun/energy/plasmacutter category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MINING @@ -78,7 +78,7 @@ desc = "It's an advanced plasma cutter, oh my god." id = "plasmacutter_adv" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 3000, /datum/material/glass = 1000, /datum/material/plasma = 2000, /datum/material/gold = 500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plasma =SHEET_MATERIAL_AMOUNT, /datum/material/gold =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/gun/energy/plasmacutter/adv category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MINING @@ -90,7 +90,7 @@ desc = "Essentially a handheld planet-cracker. Rock walls cower in fear when they hear one of these." id = "jackhammer" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 6000, /datum/material/glass = 2000, /datum/material/silver = 2000, /datum/material/diamond = 6000) + materials = list(/datum/material/iron = 6000, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/silver =SHEET_MATERIAL_AMOUNT, /datum/material/diamond = 6000) build_path = /obj/item/pickaxe/drill/jackhammer category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MINING @@ -102,7 +102,7 @@ desc = "An upgraded version of the resonator that allows more fields to be active at once." id = "superresonator" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 4000, /datum/material/glass = 1500, /datum/material/silver = 1000, /datum/material/uranium = 1000) + materials = list(/datum/material/iron = 4000, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/resonator/upgraded category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MINING @@ -114,7 +114,7 @@ desc = "A device which allows kinetic accelerators to be wielded by any organism." id = "triggermod" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000, /datum/material/glass = 1500, /datum/material/gold = 1500, /datum/material/uranium = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/borg/upgrade/modkit/trigger_guard category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_PKA_MODS @@ -126,7 +126,7 @@ desc = "A device which allows kinetic accelerators to deal more damage." id = "damagemod" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000, /datum/material/glass = 1500, /datum/material/gold = 1500, /datum/material/uranium = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/borg/upgrade/modkit/damage category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_PKA_MODS @@ -146,7 +146,7 @@ desc = "A device which decreases the cooldown of a Kinetic Accelerator." id = "cooldownmod" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000, /datum/material/glass = 1500, /datum/material/gold = 1500, /datum/material/uranium = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/borg/upgrade/modkit/cooldown category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_PKA_MODS @@ -166,7 +166,7 @@ desc = "A device which allows kinetic accelerators to fire at a further range." id = "rangemod" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000, /datum/material/glass = 1500, /datum/material/gold = 1500, /datum/material/uranium = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/borg/upgrade/modkit/range category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_PKA_MODS @@ -186,7 +186,7 @@ desc = "A modification kit for Kinetic Accelerators which causes it to fire AoE blasts that destroy rock." id = "hypermod" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 8000, /datum/material/glass = 1500, /datum/material/silver = 2000, /datum/material/gold = 2000, /datum/material/diamond = 2000) + materials = list(/datum/material/iron = 8000, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =SHEET_MATERIAL_AMOUNT, /datum/material/gold =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/borg/upgrade/modkit/aoe/turfs category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_PKA_MODS @@ -205,7 +205,7 @@ name = "Mining Scanner" id = "mining_scanner" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 500, /datum/material/iron = 500, /datum/material/silver = 1000) + materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/t_scanner/adv_mining_scanner/lesser category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MINING diff --git a/code/modules/research/designs/misc_designs.dm b/code/modules/research/designs/misc_designs.dm index 1dbd75910a29..662eaa0c0be0 100644 --- a/code/modules/research/designs/misc_designs.dm +++ b/code/modules/research/designs/misc_designs.dm @@ -8,7 +8,7 @@ desc = "A heads-up display that scans the humans in view and provides accurate data about their health status." id = "health_hud" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/clothing/glasses/hud/health category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL @@ -20,7 +20,7 @@ desc = "An advanced medical head-up display that allows doctors to find patients in complete darkness." id = "health_hud_night" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/uranium = 1000, /datum/material/silver = 350) + materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver = 350) build_path = /obj/item/clothing/glasses/hud/health/night category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL @@ -32,7 +32,7 @@ desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status." id = "security_hud" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/clothing/glasses/hud/security category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SECURITY @@ -44,7 +44,7 @@ desc = "A heads-up display which provides id data and vision in complete darkness." id = "security_hud_night" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/uranium = 1000, /datum/material/gold = 350) + materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = 350) build_path = /obj/item/clothing/glasses/hud/security/night category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SECURITY @@ -56,7 +56,7 @@ desc = "A HUD used to analyze and determine faults within robotic machinery." id = "diagnostic_hud" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/clothing/glasses/hud/diagnostic category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE @@ -68,7 +68,7 @@ desc = "Upgraded version of the diagnostic HUD designed to function during a power failure." id = "diagnostic_hud_night" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/uranium = 1000, /datum/material/plasma = 300) + materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plasma =SMALL_MATERIAL_AMOUNT * 3) build_path = /obj/item/clothing/glasses/hud/diagnostic/night category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE @@ -84,7 +84,7 @@ desc = "Protects the eyes from bright flashes; approved by the mad scientist association." id = "welding_goggles" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/clothing/glasses/welding category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ENGINEERING @@ -96,7 +96,7 @@ desc = "A gas mask with built in welding goggles and face shield. Looks like a skull, clearly designed by a nerd." id = "weldingmask" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 3000, /datum/material/glass = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/clothing/mask/gas/welding category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ENGINEERING @@ -108,7 +108,7 @@ desc = "By applying state of the art lighting technology to a fire helmet with industry standard photo-chemical hardening methods, this hardhat will protect you from robust workplace hazards." id = "bright_helmet" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 4000, /datum/material/glass = 1000, /datum/material/plastic = 3000, /datum/material/silver = 500) + materials = list(/datum/material/iron = 4000, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/clothing/head/utility/hardhat/red/upgraded category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ENGINEERING @@ -120,7 +120,7 @@ desc = "This awesome mug will ensure your coffee never stays cold!" id = "mauna_mug" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 1000, /datum/material/glass = 100) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT) category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE ) @@ -144,7 +144,7 @@ desc = "For the enterprising botanist on the go. Less efficient than the stationary model, it creates one seed per plant." id = "portaseeder" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 1000, /datum/material/glass = 400) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = 400) build_path = /obj/item/storage/bag/plants/portaseeder category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_TOOLS_BOTANY @@ -156,7 +156,7 @@ desc = "Damn son, where'd you find this?" id = "air_horn" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 4000, /datum/material/bananium = 1000) + materials = list(/datum/material/iron = 4000, /datum/material/bananium =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/bikehorn/airhorn category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SERVICE @@ -167,7 +167,7 @@ name = "Hilarious Firing Pin" id = "clown_firing_pin" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 300, /datum/material/bananium = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 3, /datum/material/bananium =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/firing_pin/clown category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SERVICE @@ -179,7 +179,7 @@ desc = "Used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting condition." id = "mesons" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/clothing/glasses/meson category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ENGINEERING @@ -191,7 +191,7 @@ desc = "Goggles used by engineers. The Meson Scanner mode lets you see basic structural and terrain layouts through walls, regardless of lighting condition. The T-ray Scanner mode lets you see underfloor objects such as cables and pipes." id = "engine_goggles" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/plasma = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/plasma =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/clothing/glasses/meson/engine category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ENGINEERING @@ -203,7 +203,7 @@ desc = "Used by engineering staff to see underfloor objects such as cables and pipes." id = "tray_goggles" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/clothing/glasses/meson/engine/tray category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ATMOSPHERICS @@ -215,7 +215,7 @@ desc = "Used by Atmospheric Technician to determine the temperature of the air" id = "atmos_thermal" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/plasma = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/plasma =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/clothing/glasses/meson/engine/atmos_imaging category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ATMOSPHERICS @@ -227,7 +227,7 @@ desc = "Prototype meson scanners fitted with an extra sensor which amplifies the visible light spectrum and overlays it to the UHD display." id = "nvgmesons" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/plasma = 350, /datum/material/uranium = 1000) + materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/plasma = 350, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/clothing/glasses/meson/night category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ENGINEERING @@ -239,7 +239,7 @@ desc = "Goggles that let you see through darkness unhindered." id = "night_visision_goggles" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/plasma = 350, /datum/material/uranium = 1000) + materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/plasma = 350, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/clothing/glasses/night category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MISC @@ -251,7 +251,7 @@ desc = "Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle." id = "magboots" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 4500, /datum/material/silver = 1500, /datum/material/gold = 2500) + materials = list(/datum/material/iron = 4500, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/gold = 2500) build_path = /obj/item/clothing/shoes/magboots category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ENGINEERING @@ -263,7 +263,7 @@ desc = "A device which can project temporary forcefields to seal off an area." id = "forcefield_projector" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2500, /datum/material/glass = 1000) + materials = list(/datum/material/iron = 2500, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/forcefield_projector category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING @@ -275,7 +275,7 @@ desc = "Goggles fitted with a portable analyzer capable of determining the research worth of an item or components of a machine." id = "scigoggles" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/clothing/glasses/science category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY @@ -287,7 +287,7 @@ desc = "Goggles that lets the user see in the dark and recognize chemical compounds at a glance." id = "nv_scigoggles" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/plasma = 350, /datum/material/uranium = 1000) + materials = list(/datum/material/iron = 600, /datum/material/glass = 600, /datum/material/plasma = 350, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/clothing/glasses/science/night category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY @@ -309,7 +309,7 @@ desc = "A roasting stick for cooking sausages in exotic ovens." id = "roastingstick" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron=1000, /datum/material/glass = 500, /datum/material/bluespace = 250) + materials = list(/datum/material/iron=HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/bluespace = 250) build_path = /obj/item/melee/roastingstick category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_KITCHEN @@ -321,7 +321,7 @@ desc = "Used to track portable teleportation beacons and targets with embedded tracking implants." id = "locator" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron=1000, /datum/material/glass = 500, /datum/material/silver = 500) + materials = list(/datum/material/iron=HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/locator category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SECURITY @@ -333,7 +333,7 @@ desc = "Allows for the construction of a quantum keycard." id = "quantum_keycard" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 500, /datum/material/iron = 500, /datum/material/silver = 500, /datum/material/bluespace = 1000) + materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/quantum_keycard category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE @@ -345,7 +345,7 @@ desc = "Allows you to control the connected bot launchpad" id = "botpad_remote" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 500, /datum/material/iron = 500) + materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/iron =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/botpad_remote category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE @@ -357,7 +357,7 @@ desc = "An advanced tool capable of instantly neutralizing anomalies, designed to capture the fleeting aberrations created by the engine." id = "anomaly_neutralizer" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000, /datum/material/gold = 2000, /datum/material/plasma = 5000, /datum/material/uranium = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/gold =SHEET_MATERIAL_AMOUNT, /datum/material/plasma =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/uranium =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/anomaly_neutralizer category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE @@ -381,7 +381,7 @@ desc = "An empty oxygen tank." id = "oxygen_tank" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/tank/internals/oxygen/empty category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_GAS_TANKS @@ -393,7 +393,7 @@ desc = "An empty oxygen tank." id = "plasma_tank" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/tank/internals/plasma/empty category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_GAS_TANKS @@ -405,7 +405,7 @@ desc = "A card used to provide ID and determine access across the station. Has an integrated digital display and advanced microchips." id = "idcard" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron=200, /datum/material/glass = 100) + materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 2, /datum/material/glass =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/card/id/advanced category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SERVICE @@ -417,7 +417,7 @@ desc = "Overdesigned engineering gloves that have automated construction subroutines dialed in, allowing for faster construction while worn." id = "eng_gloves" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron=2000, /datum/material/silver=1500, /datum/material/gold = 1000) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT, /datum/material/silver=HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/clothing/gloves/tinkerer category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_ENGINEERING @@ -428,7 +428,7 @@ name = "Lava-Resistant Iron Rods" id = "lava_rods" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron=1000, /datum/material/plasma=500, /datum/material/titanium=2000) + materials = list(/datum/material/iron=HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plasma=SMALL_MATERIAL_AMOUNT*5, /datum/material/titanium=SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/rods/lava category = list( RND_CATEGORY_CONSTRUCTION + RND_SUBCATEGORY_CONSTRUCTION_MATERIALS @@ -440,7 +440,7 @@ desc = "The classic Nanotrasen design for competitively priced bath based duck toys. No need for fancy Waffle co. rubber, buy Plastic Ducks today!" id = "plasticducky" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plastic = 1000) + materials = list(/datum/material/plastic =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/bikehorn/rubberducky/plasticducky category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SERVICE @@ -468,7 +468,7 @@ desc = "An upgraded mop with a large internal capacity for holding water or other cleaning chemicals." id = "advmop" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2500, /datum/material/glass = 200) + materials = list(/datum/material/iron = 2500, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/mop/advanced category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_JANITORIAL @@ -480,7 +480,7 @@ desc = "It's a bag for trash, you put garbage in it." id = "normtrash" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plastic = 2000) + materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/storage/bag/trash category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_JANITORIAL @@ -492,7 +492,7 @@ desc = "An advanced trash bag with bluespace properties; capable of holding a plethora of garbage." id = "blutrash" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/gold = 1500, /datum/material/uranium = 250, /datum/material/plasma = 1500) + materials = list(/datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/uranium = 250, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/storage/bag/trash/bluespace category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_JANITORIAL @@ -504,7 +504,7 @@ desc = "A device to automatically replace lights. Refill with working light bulbs." id = "light_replacer" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 1500, /datum/material/silver = 150, /datum/material/glass = 3000) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver = 150, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/lightreplacer category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_JANITORIAL @@ -516,7 +516,7 @@ desc = "A device to automatically replace lights at a distance. Refill with working light bulbs." id = "light_replacer_blue" build_type = PROTOLATHE - materials = list(/datum/material/iron = 1500, /datum/material/silver = 150, /datum/material/glass = 3000, /datum/material/bluespace = 300) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver = 150, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/bluespace =SMALL_MATERIAL_AMOUNT * 3) build_path = /obj/item/lightreplacer/blue category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_JANITORIAL @@ -528,7 +528,7 @@ desc = "A floor buffer that can be attached to vehicular janicarts." id = "buffer" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 3000, /datum/material/glass = 200) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/janicart_upgrade/buffer category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_JANITOR @@ -540,7 +540,7 @@ desc = "A vacuum that can be attached to vehicular janicarts." id = "vacuum" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 3000, /datum/material/glass = 200) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/janicart_upgrade/vacuum category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_JANITOR @@ -552,7 +552,7 @@ desc = "Removes stains from the floor, and not much else." id = "paint_remover" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 1000) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT) reagents_list = list(/datum/reagent/acetone = 60) build_path = /obj/item/paint/paint_remover category = list( @@ -565,7 +565,7 @@ desc = "A spray bottle, with an unscrewable top." id = "spraybottle" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 3000, /datum/material/glass = 200) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/reagent_containers/spray category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_JANITORIAL @@ -577,7 +577,7 @@ desc = "A trap used to catch space bears and other legged creatures." id = "beartrap" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/titanium = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/restraints/legcuffs/beartrap category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_JANITORIAL @@ -593,7 +593,7 @@ name = "Advanced Watering Can" id = "adv_watering_can" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2500, /datum/material/glass = 200) + materials = list(/datum/material/iron = 2500, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_BOTANY_ADVANCED ) @@ -609,7 +609,7 @@ desc = "A holograpic projector used to project various warning signs." id = "holosign" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000, /datum/material/glass = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/holosign_creator category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SERVICE @@ -621,7 +621,7 @@ desc = "A holograpic projector used to project hard light wet floor barriers." id = "holobarrier_jani" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000, /datum/material/glass = 1000, /datum/material/silver = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/holosign_creator/janibarrier category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_JANITORIAL @@ -633,7 +633,7 @@ desc = "A holographic projector that creates holographic security barriers." id = "holosignsec" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 1000, /datum/material/gold = 1000, /datum/material/silver = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/holosign_creator/security category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_SECURITY @@ -645,7 +645,7 @@ desc = "A holographic projector that creates holographic engineering barriers." id = "holosignengi" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 1000, /datum/material/gold = 1000, /datum/material/silver = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/holosign_creator/engineering category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING @@ -657,7 +657,7 @@ desc = "A holographic projector that creates holographic barriers that prevent changes in atmospheric conditions." id = "holosignatmos" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 1000, /datum/material/gold = 1000, /datum/material/silver = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/holosign_creator/atmos category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ATMOSPHERICS @@ -669,7 +669,7 @@ desc = "PENLITE holobarriers, a device that halts individuals with malicious diseases." build_type = PROTOLATHE | AWAY_LATHE build_path = /obj/item/holosign_creator/medical - materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 100) //a hint of silver since it can troll 2 antags (bad viros and sentient disease) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver =SMALL_MATERIAL_AMOUNT) //a hint of silver since it can troll 2 antags (bad viros and sentient disease) id = "holobarrier_med" category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL @@ -685,7 +685,7 @@ desc = "An experimental suit of armour capable of utilizing an implanted anomaly core to protect the user." id = "reactive_armour" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 10000, /datum/material/diamond = 5000, /datum/material/uranium = 8000, /datum/material/silver = 4500, /datum/material/gold = 5000) + materials = list(/datum/material/iron = 10000, /datum/material/diamond =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/uranium = 8000, /datum/material/silver = 4500, /datum/material/gold =SHEET_MATERIAL_AMOUNT * 2.5) build_path = /obj/item/reactive_armour_shell category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE @@ -706,7 +706,7 @@ desc = "A royal knight's favorite hat. If you hold it upside down it's actually a bucket." id = "knight_helmet" build_type = AUTOLATHE - materials = list(MAT_CATEGORY_ITEM_MATERIAL = 5000) + materials = list(MAT_CATEGORY_ITEM_MATERIAL =SHEET_MATERIAL_AMOUNT * 2.5) build_path = /obj/item/clothing/head/helmet/knight/greyscale category = list(RND_CATEGORY_IMPORTED) @@ -733,7 +733,7 @@ desc = "Manufactured by UhangInc, used to blind and down an opponent quickly. Printed pepper sprays do not contain reagents." id = "pepperspray" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/reagent_containers/spray/pepper/empty category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SECURITY @@ -745,7 +745,7 @@ desc = "A specialized hard-light bola designed to ensnare fleeing criminals and aid in arrests." id = "bola_energy" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/silver = 500, /datum/material/plasma = 500, /datum/material/titanium = 500) + materials = list(/datum/material/silver =SMALL_MATERIAL_AMOUNT*5, /datum/material/plasma =SMALL_MATERIAL_AMOUNT*5, /datum/material/titanium =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/restraints/legcuffs/bola/energy category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SECURITY @@ -770,7 +770,7 @@ desc = "An empty evidence bag." id = "evidencebag" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plastic = 100) + materials = list(/datum/material/plastic =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/evidencebag category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SECURITY @@ -782,7 +782,7 @@ desc = "Central Command-issued inspection device. Performs inspections according to Nanotrasen protocols when activated, then prints an encrypted report regarding the maintenance of the station. Definitely not giving you cancer." id = "inspector" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 1000, /datum/material/gold = 1000, /datum/material/uranium = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/uranium =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/inspector category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SECURITY @@ -793,7 +793,7 @@ name = "Plumbing Constructor" id = "plumbing_rcd" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 75000, /datum/material/glass = 37500, /datum/material/plastic = 1000) + materials = list(/datum/material/iron = 75000, /datum/material/glass = 37500, /datum/material/plastic =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/construction/plumbing category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_PLUMBING @@ -804,7 +804,7 @@ name = "Gas Filter" id = "gas_filter" build_type = PROTOLATHE | AUTOLATHE - materials = list(/datum/material/iron = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/gas_filter category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_GAS_TANKS_EQUIPMENT @@ -815,7 +815,7 @@ name = "Plasmaman Gas Filter" id = "plasmaman_gas_filter" build_type = PROTOLATHE | AUTOLATHE - materials = list(/datum/material/iron = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/gas_filter/plasmaman category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_GAS_TANKS_EQUIPMENT @@ -830,7 +830,7 @@ name = "Super Sticky Tape" id = "super_sticky_tape" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plastic = 3000) + materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/stack/sticky_tape/super category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SERVICE @@ -841,7 +841,7 @@ name = "Pointy Tape" id = "pointy_tape" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 1500, /datum/material/plastic = 1000) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/plastic =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sticky_tape/pointy category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SERVICE @@ -852,7 +852,7 @@ name = "Super Pointy Tape" id = "super_pointy_tape" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 3000, /datum/material/plastic = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/plastic =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sticky_tape/pointy/super category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SERVICE @@ -878,7 +878,7 @@ name = "Rocket Gloves" id = "tackle_rocket" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plasma = 1000, /datum/material/plastic = 2000) + materials = list(/datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/clothing/gloves/tackler/rocket category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SECURITY @@ -896,7 +896,7 @@ desc = "A holographic projector that creates seating designation for restaurants." id = "holosignrestaurant" build_type = PROTOLATHE - materials = list(/datum/material/iron = 2000, /datum/material/glass = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/holosign_creator/robot_seat/restaurant category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_SERVICE @@ -908,7 +908,7 @@ desc = "A holographic projector that creates seating designation for bars." id = "holosignbar" build_type = PROTOLATHE - materials = list(/datum/material/iron = 2000, /datum/material/glass = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/holosign_creator/robot_seat/bar category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_SERVICE @@ -920,7 +920,7 @@ desc = "Gotta shove something in!" id = "oven_tray" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/plate/oven_tray category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_KITCHEN @@ -936,7 +936,7 @@ desc = "A fishing rod with an embedded generator dispensing an infinite supply of fishing baits." id = "fishing_rod_tech" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/uranium = 1000, /datum/material/plastic = 2000) + materials = list(/datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/fishing_rod/tech category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SERVICE @@ -975,7 +975,7 @@ name = "Coffeepot" id = "coffeepot" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 500, /datum/material/plastic = 500) + materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/plastic =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/reagent_containers/cup/coffeepot category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_KITCHEN @@ -986,7 +986,7 @@ name = "Bluespace Coffeepot" id = "bluespace_coffeepot" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 1000, /datum/material/plastic = 500, /datum/material/bluespace = 500) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic =SMALL_MATERIAL_AMOUNT*5, /datum/material/bluespace =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/reagent_containers/cup/coffeepot/bluespace category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_KITCHEN @@ -997,7 +997,7 @@ name = "Blank Coffee Cartridge" id = "coffee_cartridge" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plastic = 1000) + materials = list(/datum/material/plastic =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/blank_coffee_cartridge category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_KITCHEN @@ -1008,7 +1008,7 @@ name = "Syrup bottle" id = "syrup_bottle" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plastic = 1000) + materials = list(/datum/material/plastic =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/reagent_containers/cup/bottle/syrup_bottle category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_KITCHEN diff --git a/code/modules/research/designs/power_designs.dm b/code/modules/research/designs/power_designs.dm index 89377a8e1d4e..11b5b6493913 100644 --- a/code/modules/research/designs/power_designs.dm +++ b/code/modules/research/designs/power_designs.dm @@ -7,7 +7,7 @@ desc = "A basic power cell that holds 1 MJ of energy." id = "basic_cell" build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE |MECHFAB - materials = list(/datum/material/iron = 700, /datum/material/glass = 50) + materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 0.5) construction_time=100 build_path = /obj/item/stock_parts/cell/empty category = list( @@ -20,7 +20,7 @@ desc = "A power cell that holds 10 MJ of energy." id = "high_cell" build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE | MECHFAB - materials = list(/datum/material/iron = 700, /datum/material/glass = 60) + materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.6) construction_time=100 build_path = /obj/item/stock_parts/cell/high/empty category = list( @@ -33,7 +33,7 @@ desc = "A power cell that holds 20 MJ of energy." id = "super_cell" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB - materials = list(/datum/material/iron = 700, /datum/material/glass = 70) + materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.7) construction_time=100 build_path = /obj/item/stock_parts/cell/super/empty category = list( @@ -46,7 +46,7 @@ desc = "A power cell that holds 30 MJ of energy." id = "hyper_cell" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB - materials = list(/datum/material/iron = 700, /datum/material/gold = 150, /datum/material/silver = 150, /datum/material/glass = 80) + materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 1.5, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 1.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.8) construction_time=100 build_path = /obj/item/stock_parts/cell/hyper/empty category = list( @@ -59,7 +59,7 @@ desc = "A power cell that holds 40 MJ of energy." id = "bluespace_cell" build_type = PROTOLATHE | AWAY_LATHE | MECHFAB - materials = list(/datum/material/iron = 800, /datum/material/gold = 120, /datum/material/glass = 160, /datum/material/diamond = 160, /datum/material/titanium = 300, /datum/material/bluespace = 100) + materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 8, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 1.2, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 1.6, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 1.6, /datum/material/titanium =SMALL_MATERIAL_AMOUNT * 3, /datum/material/bluespace =SMALL_MATERIAL_AMOUNT) construction_time=100 build_path = /obj/item/stock_parts/cell/bluespace/empty category = list( @@ -72,7 +72,7 @@ desc = "The NT-75 Electromagnetic Power Inducer can wirelessly induce electric charge in an object, allowing you to recharge power cells without having to remove them." id = "inducer" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 3000, /datum/material/glass = 1000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/inducer/sci category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING @@ -94,7 +94,7 @@ desc = "The basic tier of a compressor blade." id = "turbine_part_compressor" build_type = PROTOLATHE - materials = list(/datum/material/iron = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5) construction_time = 100 build_path = /obj/item/turbine_parts/compressor category = list( @@ -107,7 +107,7 @@ desc = "The basic tier of a rotor shaft." id = "turbine_part_rotor" build_type = PROTOLATHE - materials = list(/datum/material/iron = 500) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5) construction_time = 100 build_path = /obj/item/turbine_parts/rotor category = list( @@ -120,7 +120,7 @@ desc = "The basic tier of a stator." id = "turbine_part_stator" build_type = PROTOLATHE - materials = list(/datum/material/iron = 500) + materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*5) construction_time = 100 build_path = /obj/item/turbine_parts/stator category = list( diff --git a/code/modules/research/designs/smelting_designs.dm b/code/modules/research/designs/smelting_designs.dm index 1e890315e0f5..ef9077f562cf 100644 --- a/code/modules/research/designs/smelting_designs.dm +++ b/code/modules/research/designs/smelting_designs.dm @@ -4,7 +4,7 @@ name = "Plasteel" id = "plasteel" build_type = SMELTER | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = MINERAL_MATERIAL_AMOUNT, /datum/material/plasma = MINERAL_MATERIAL_AMOUNT) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT, /datum/material/plasma = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/plasteel category = list( RND_CATEGORY_CONSTRUCTION + RND_SUBCATEGORY_CONSTRUCTION_MATERIALS @@ -16,7 +16,7 @@ name = "Plastitanium" id = "plastitanium" build_type = SMELTER | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/titanium = MINERAL_MATERIAL_AMOUNT, /datum/material/plasma = MINERAL_MATERIAL_AMOUNT) + materials = list(/datum/material/titanium = SHEET_MATERIAL_AMOUNT, /datum/material/plasma = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/mineral/plastitanium category = list( RND_CATEGORY_CONSTRUCTION + RND_SUBCATEGORY_CONSTRUCTION_MATERIALS @@ -28,7 +28,7 @@ name = "Plasma Glass" id = "plasmaglass" build_type = SMELTER | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plasma = MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass = MINERAL_MATERIAL_AMOUNT) + materials = list(/datum/material/plasma = SHEET_MATERIAL_AMOUNT * 0.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/plasmaglass category = list( RND_CATEGORY_CONSTRUCTION + RND_SUBCATEGORY_CONSTRUCTION_MATERIALS @@ -40,7 +40,7 @@ name = "Reinforced Plasma Glass" id = "plasmareinforcedglass" build_type = SMELTER | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plasma = MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/iron = MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass = MINERAL_MATERIAL_AMOUNT) + materials = list(/datum/material/plasma = SHEET_MATERIAL_AMOUNT * 0.5, /datum/material/iron = SHEET_MATERIAL_AMOUNT * 0.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/plasmarglass category = list( RND_CATEGORY_CONSTRUCTION + RND_SUBCATEGORY_CONSTRUCTION_MATERIALS @@ -52,7 +52,7 @@ name = "Titanium Glass" id = "titaniumglass" build_type = SMELTER | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/titanium = MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass = MINERAL_MATERIAL_AMOUNT) + materials = list(/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 0.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/titaniumglass category = list( RND_CATEGORY_CONSTRUCTION + RND_SUBCATEGORY_CONSTRUCTION_MATERIALS @@ -64,7 +64,7 @@ name = "Plastitanium Glass" id = "plastitaniumglass" build_type = SMELTER | PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/plasma = MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/titanium = MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass = MINERAL_MATERIAL_AMOUNT) + materials = list(/datum/material/plasma = SHEET_MATERIAL_AMOUNT * 0.5, /datum/material/titanium = SHEET_MATERIAL_AMOUNT * 0.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/plastitaniumglass category = list( RND_CATEGORY_CONSTRUCTION + RND_SUBCATEGORY_CONSTRUCTION_MATERIALS diff --git a/code/modules/research/designs/stock_parts_designs.dm b/code/modules/research/designs/stock_parts_designs.dm index e6520d72c8e7..8436cc8c9a63 100644 --- a/code/modules/research/designs/stock_parts_designs.dm +++ b/code/modules/research/designs/stock_parts_designs.dm @@ -7,7 +7,7 @@ desc = "Special mechanical module made to store, sort, and apply standard machine parts." id = "rped" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 10000, /datum/material/glass = 5000) //hardcore + materials = list(/datum/material/iron = 10000, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5) //hardcore build_path = /obj/item/storage/part_replacer category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_EXCHANGERS @@ -19,7 +19,7 @@ desc = "Powered by bluespace technology, this RPED variant can upgrade buildings from a distance, without needing to remove the panel first." id = "bs_rped" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 15000, /datum/material/glass = 5000, /datum/material/silver = 2500) //hardcore + materials = list(/datum/material/iron = 15000, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver = 2500) //hardcore build_path = /obj/item/storage/part_replacer/bluespace category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_EXCHANGERS @@ -32,7 +32,7 @@ desc = "A stock part used in the construction of various devices." id = "basic_capacitor" build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE - materials = list(/datum/material/iron = 100, /datum/material/glass = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/stock_parts/capacitor category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_1 @@ -58,7 +58,7 @@ desc = "A stock part used in the construction of various devices." id = "super_capacitor" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 200, /datum/material/glass = 200, /datum/material/gold = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 2, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2, /datum/material/gold =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/stock_parts/capacitor/super category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_3 @@ -71,7 +71,7 @@ desc = "A stock part used in the construction of various devices." id = "quadratic_capacitor" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 200, /datum/material/glass = 200, /datum/material/gold = 100, /datum/material/diamond = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 2, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2, /datum/material/gold =SMALL_MATERIAL_AMOUNT, /datum/material/diamond =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/stock_parts/capacitor/quadratic category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_4 @@ -85,7 +85,7 @@ desc = "A stock part used in the construction of various devices." id = "basic_scanning" build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE - materials = list(/datum/material/iron = 100, /datum/material/glass = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/stock_parts/scanning_module category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_1 @@ -98,7 +98,7 @@ desc = "A stock part used in the construction of various devices." id = "adv_scanning" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 150, /datum/material/glass = 100) + materials = list(/datum/material/iron = 150, /datum/material/glass =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/stock_parts/scanning_module/adv category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_2 @@ -111,7 +111,7 @@ desc = "A stock part used in the construction of various devices." id = "phasic_scanning" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 200, /datum/material/glass = 150, /datum/material/silver = 60) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 2, /datum/material/glass = 150, /datum/material/silver = 60) build_path = /obj/item/stock_parts/scanning_module/phasic category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_3 @@ -124,7 +124,7 @@ desc = "A stock part used in the construction of various devices." id = "triphasic_scanning" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 200, /datum/material/glass = 200, /datum/material/diamond = 30, /datum/material/bluespace = 30) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 2, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2, /datum/material/diamond = 30, /datum/material/bluespace = 30) build_path = /obj/item/stock_parts/scanning_module/triphasic category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_4 @@ -138,7 +138,7 @@ desc = "A stock part used in the construction of various devices." id = "micro_mani" build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE - materials = list(/datum/material/iron = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/stock_parts/manipulator category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_1 @@ -164,7 +164,7 @@ desc = "A stock part used in the construction of various devices." id = "pico_mani" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 200) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/stock_parts/manipulator/pico category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_3 @@ -177,7 +177,7 @@ desc = "A stock part used in the construction of various devices." id = "femto_mani" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 200, /datum/material/diamond = 30, /datum/material/titanium = 30) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 2, /datum/material/diamond = 30, /datum/material/titanium = 30) build_path = /obj/item/stock_parts/manipulator/femto category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_4 @@ -191,7 +191,7 @@ desc = "A stock part used in the construction of various devices." id = "basic_micro_laser" build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE - materials = list(/datum/material/iron = 100, /datum/material/glass = 50) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/stock_parts/micro_laser category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_1 @@ -204,7 +204,7 @@ desc = "A stock part used in the construction of various devices." id = "high_micro_laser" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 150, /datum/material/glass = 100) + materials = list(/datum/material/iron = 150, /datum/material/glass =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/stock_parts/micro_laser/high category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_2 @@ -217,7 +217,7 @@ desc = "A stock part used in the construction of various devices." id = "ultra_micro_laser" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 200, /datum/material/glass = 150, /datum/material/uranium = 60) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 2, /datum/material/glass = 150, /datum/material/uranium = 60) build_path = /obj/item/stock_parts/micro_laser/ultra category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_3 @@ -230,7 +230,7 @@ desc = "A stock part used in the construction of various devices." id = "quadultra_micro_laser" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 200, /datum/material/glass = 200, /datum/material/uranium = 100, /datum/material/diamond = 60) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 2, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2, /datum/material/uranium =SMALL_MATERIAL_AMOUNT, /datum/material/diamond = 60) build_path = /obj/item/stock_parts/micro_laser/quadultra category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_4 @@ -243,7 +243,7 @@ desc = "A stock part used in the construction of various devices." id = "basic_matter_bin" build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE - materials = list(/datum/material/iron = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/stock_parts/matter_bin category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_1 @@ -269,7 +269,7 @@ desc = "A stock part used in the construction of various devices." id = "super_matter_bin" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 200) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/stock_parts/matter_bin/super category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_3 @@ -282,7 +282,7 @@ desc = "A stock part used in the construction of various devices." id = "bluespace_matter_bin" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 250, /datum/material/diamond = 100, /datum/material/bluespace = 100) + materials = list(/datum/material/iron = 250, /datum/material/diamond =SMALL_MATERIAL_AMOUNT, /datum/material/bluespace =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/stock_parts/matter_bin/bluespace category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_4 @@ -296,7 +296,7 @@ desc = "A compact module capable of sensing extradimensional activity." id = "s_ansible" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 100, /datum/material/silver = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT, /datum/material/silver =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/stock_parts/subspace/ansible category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_TELECOMMS @@ -308,7 +308,7 @@ desc = "A tiny device capable of filtering and converting super-intense radiowaves." id = "s_filter" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 100, /datum/material/silver = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT, /datum/material/silver =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/stock_parts/subspace/filter category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_TELECOMMS @@ -320,7 +320,7 @@ desc = "A compact micro-machine capable of amplifying weak subspace transmissions." id = "s_amplifier" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 100, /datum/material/gold = 100, /datum/material/uranium = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT, /datum/material/gold =SMALL_MATERIAL_AMOUNT, /datum/material/uranium =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/stock_parts/subspace/amplifier category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_TELECOMMS @@ -332,7 +332,7 @@ desc = "A compact micro-machine capable of stretching out hyper-compressed radio waves." id = "s_treatment" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 100, /datum/material/silver = 200) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT, /datum/material/silver =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/stock_parts/subspace/treatment category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_TELECOMMS @@ -344,7 +344,7 @@ desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths." id = "s_analyzer" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 100, /datum/material/gold = 100) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT, /datum/material/gold =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/stock_parts/subspace/analyzer category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_TELECOMMS @@ -356,7 +356,7 @@ desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths." id = "s_crystal" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 800, /datum/material/silver = 100, /datum/material/gold = 100) + materials = list(/datum/material/glass = 800, /datum/material/silver =SMALL_MATERIAL_AMOUNT, /datum/material/gold =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/stock_parts/subspace/crystal category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_TELECOMMS @@ -368,7 +368,7 @@ desc = "A large piece of equipment used to open a window into the subspace dimension." id = "s_transmitter" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/glass = 100, /datum/material/silver = 100, /datum/material/uranium = 100) + materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT, /datum/material/silver =SMALL_MATERIAL_AMOUNT, /datum/material/uranium =SMALL_MATERIAL_AMOUNT) build_path = /obj/item/stock_parts/subspace/transmitter category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_TELECOMMS @@ -380,7 +380,7 @@ desc = "A small magnetic card reader, used for devices that take and transmit holocredits." id = "c-reader" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron=50, /datum/material/glass=10) + materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass=10) build_path = /obj/item/stock_parts/card_reader category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_MISC @@ -392,7 +392,7 @@ desc = "A small hydrostatic reclaimer, it takes moisture out of the air and returns it back to the source." id = "w-recycler" build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE - materials = list(/datum/material/plastic = 200, /datum/material/iron = 50) + materials = list(/datum/material/plastic =SMALL_MATERIAL_AMOUNT * 2, /datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5) build_path = /obj/item/stock_parts/water_recycler category = list( RND_CATEGORY_STOCK_PARTS + RND_SUBCATEGORY_STOCK_PARTS_MISC diff --git a/code/modules/research/designs/tool_designs.dm b/code/modules/research/designs/tool_designs.dm index 45273becd6ad..a9267f9484d0 100644 --- a/code/modules/research/designs/tool_designs.dm +++ b/code/modules/research/designs/tool_designs.dm @@ -7,7 +7,7 @@ name = "Advanced Fire Extinguisher" id = "adv_fire_extinguisher" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/titanium = 500, /datum/material/gold = 500) + materials = list(/datum/material/titanium =SMALL_MATERIAL_AMOUNT*5, /datum/material/gold =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/extinguisher/advanced/empty category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ADVANCED @@ -19,7 +19,7 @@ desc = "A small electric hand drill with an interchangeable screwdriver and bolt bit" id = "handdrill" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 3500, /datum/material/silver = 1500, /datum/material/titanium = 2500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*1.75, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/titanium =SHEET_MATERIAL_AMOUNT*1.25) build_path = /obj/item/screwdriver/power category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ADVANCED @@ -32,7 +32,7 @@ id = "jawsoflife" // added one more requirment since the Jaws of Life are a bit OP build_path = /obj/item/crowbar/power build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 4500, /datum/material/silver = 2500, /datum/material/titanium = 3500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*2.25, /datum/material/silver =SHEET_MATERIAL_AMOUNT*1.25, /datum/material/titanium =SHEET_MATERIAL_AMOUNT*1.75) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ADVANCED ) @@ -44,7 +44,7 @@ desc = "An experimental welder capable of self-fuel generation." id = "exwelder" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 1000, /datum/material/glass = 500, /datum/material/plasma = 1500, /datum/material/uranium = 200) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/uranium =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/weldingtool/experimental category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ADVANCED @@ -56,7 +56,7 @@ desc = "An experimental gas analyzer capable of operating at long distance" id = "rangedanalyzer" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 100, /datum/material/glass = 20, /datum/material/gold = 300, /datum/material/bluespace=200) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.2, /datum/material/gold =SMALL_MATERIAL_AMOUNT * 3, /datum/material/bluespace=SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/analyzer/ranged category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ATMOSPHERICS @@ -67,7 +67,7 @@ name = "Rapid Pipe Dispenser (RPD)" id = "rpd_loaded" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 75000, /datum/material/glass = 37500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*37.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT*18.75) build_path = /obj/item/pipe_dispenser category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ADVANCED @@ -79,7 +79,7 @@ desc = "A tool that can construct and deconstruct walls, airlocks and floors on the fly." id = "rcd_loaded" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 60000, /datum/material/glass = 5000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*30, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5) build_path = /obj/item/construction/rcd/loaded category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ADVANCED @@ -91,7 +91,7 @@ desc = "A tool that can lay & destory floor tiles on the fly." id = "rtd_loaded" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 30000, /datum/material/glass = 2500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 15, /datum/material/glass =SHEET_MATERIAL_AMOUNT*1.25) build_path = /obj/item/construction/rtd/loaded category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ADVANCED @@ -102,7 +102,7 @@ name = "RCD Matter Cartridge" id = "rcd_ammo" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 12000, /datum/material/glass = 8000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*6, /datum/material/glass =SHEET_MATERIAL_AMOUNT*4) build_path = /obj/item/rcd_ammo category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ADVANCED @@ -114,7 +114,7 @@ desc = "Adds computer and machine frame designs to the RCD." id = "rcd_upgrade_frames" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 2500, /datum/material/silver = 1500, /datum/material/titanium = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT*1.25, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/titanium =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/rcd_upgrade/frames category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ADVANCED @@ -126,7 +126,7 @@ desc = "Adds the ability to produce simple circuits using the RCD." id = "rcd_upgrade_simple_circuits" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 2500, /datum/material/silver = 1500, /datum/material/titanium = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT*1.25, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/titanium =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/rcd_upgrade/simple_circuits category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ADVANCED @@ -138,7 +138,7 @@ desc = "Adds the ability to furnish areas using the RCD." id = "rcd_upgrade_furnishing" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 2500, /datum/material/silver = 1500, /datum/material/titanium = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT*1.25, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/titanium =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/rcd_upgrade/furnishing category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ADVANCED @@ -150,7 +150,7 @@ desc = "Upgrades the RCD to be able to pull materials from the ore silo. The RCD must be linked to the silo using a multitool before it will function." id = "rcd_upgrade_silo_link" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2500, /datum/material/glass = 2500, /datum/material/silver = 2500, /datum/material/titanium = 2500, /datum/material/bluespace = 2500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*1.25, /datum/material/glass =SHEET_MATERIAL_AMOUNT*1.25, /datum/material/silver =SHEET_MATERIAL_AMOUNT*1.25, /datum/material/titanium =SHEET_MATERIAL_AMOUNT*1.25, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT*1.25) build_path = /obj/item/rcd_upgrade/silo_link category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ADVANCED @@ -162,7 +162,7 @@ desc = "Adds reverse wrench mode to the RPD. Attention, due to budget cuts, the mode is hard linked to the destroy mode control button." id = "rpd_upgrade_unwrench" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 2500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT*1.25) build_path = /obj/item/rpd_upgrade/unwrench category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ADVANCED @@ -174,7 +174,7 @@ desc = "A tool that can portable and standing lighting orbs and glowsticks." id = "rld_mini" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 20000, /datum/material/glass = 10000, /datum/material/plastic = 8000, /datum/material/gold = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*10, /datum/material/glass =SHEET_MATERIAL_AMOUNT*5, /datum/material/plastic =SHEET_MATERIAL_AMOUNT*4, /datum/material/gold =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/construction/rld/mini category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_JANITORIAL @@ -187,7 +187,7 @@ id = "gene_shears" build_path = /obj/item/geneshears build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron=4000, /datum/material/uranium=1500, /datum/material/silver=500) + materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2, /datum/material/uranium=HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver=SMALL_MATERIAL_AMOUNT*5) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_BOTANY_ADVANCED ) @@ -197,7 +197,7 @@ name = "Research Plumbing Constructor" id = "plumbing_rcd_sci" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 75000, /datum/material/glass = 37500, /datum/material/plastic = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*37.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT*18.75, /datum/material/plastic =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/construction/plumbing/research category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_PLUMBING @@ -208,7 +208,7 @@ name = "Service Plumbing Constructor" id = "plumbing_rcd_service" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 75000, /datum/material/glass = 37500, /datum/material/plastic = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*37.5, /datum/material/glass =SHEET_MATERIAL_AMOUNT*18.75, /datum/material/plastic =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/construction/plumbing/service category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_PLUMBING @@ -219,7 +219,7 @@ name = "Biopsy Tool" id = "biopsy_tool" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 4000, /datum/material/glass = 3000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =SHEET_MATERIAL_AMOUNT*1.5) build_path = /obj/item/biopsy_tool category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_XENOBIOLOGY @@ -236,7 +236,7 @@ id = "alien_wrench" build_path = /obj/item/wrench/abductor build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/silver = 2500, /datum/material/plasma = 1000, /datum/material/titanium = 2000, /datum/material/diamond = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver =SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ALIEN ) @@ -248,7 +248,7 @@ id = "alien_wirecutters" build_path = /obj/item/wirecutters/abductor build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/silver = 2500, /datum/material/plasma = 1000, /datum/material/titanium = 2000, /datum/material/diamond = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver =SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ALIEN ) @@ -260,7 +260,7 @@ id = "alien_screwdriver" build_path = /obj/item/screwdriver/abductor build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/silver = 2500, /datum/material/plasma = 1000, /datum/material/titanium = 2000, /datum/material/diamond = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver =SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ALIEN ) @@ -272,7 +272,7 @@ id = "alien_crowbar" build_path = /obj/item/crowbar/abductor build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/silver = 2500, /datum/material/plasma = 1000, /datum/material/titanium = 2000, /datum/material/diamond = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver =SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ALIEN ) @@ -284,7 +284,7 @@ id = "alien_welder" build_path = /obj/item/weldingtool/abductor build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/silver = 2500, /datum/material/plasma = 5000, /datum/material/titanium = 2000, /datum/material/diamond = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver =SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ALIEN ) @@ -296,7 +296,7 @@ id = "alien_multitool" build_path = /obj/item/multitool/abductor build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/silver = 2500, /datum/material/plasma = 5000, /datum/material/titanium = 2000, /datum/material/diamond = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver =SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ALIEN ) @@ -312,7 +312,7 @@ id = "alien_scalpel" build_path = /obj/item/scalpel/alien build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000, /datum/material/silver = 1500, /datum/material/plasma = 500, /datum/material/titanium = 1500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/plasma =SMALL_MATERIAL_AMOUNT*5, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT * 1.5) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL_ALIEN ) @@ -324,7 +324,7 @@ id = "alien_hemostat" build_path = /obj/item/hemostat/alien build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000, /datum/material/silver = 1500, /datum/material/plasma = 500, /datum/material/titanium = 1500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/plasma =SMALL_MATERIAL_AMOUNT*5, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT * 1.5) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL_ALIEN ) @@ -336,7 +336,7 @@ id = "alien_retractor" build_path = /obj/item/retractor/alien build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000, /datum/material/silver = 1500, /datum/material/plasma = 500, /datum/material/titanium = 1500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/plasma =SMALL_MATERIAL_AMOUNT*5, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT * 1.5) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL_ALIEN ) @@ -348,7 +348,7 @@ id = "alien_saw" build_path = /obj/item/circular_saw/alien build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 10000, /datum/material/silver = 2500, /datum/material/plasma = 1000, /datum/material/titanium = 1500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*5, /datum/material/silver =SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT * 1.5) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL_ALIEN ) @@ -360,7 +360,7 @@ id = "alien_drill" build_path = /obj/item/surgicaldrill/alien build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 10000, /datum/material/silver = 2500, /datum/material/plasma = 1000, /datum/material/titanium = 1500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT*5, /datum/material/silver =SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT * 1.5) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL_ALIEN ) @@ -372,7 +372,7 @@ id = "alien_cautery" build_path = /obj/item/cautery/alien build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000, /datum/material/silver = 1500, /datum/material/plasma = 500, /datum/material/titanium = 1500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/plasma =SMALL_MATERIAL_AMOUNT*5, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT * 1.5) category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL_ALIEN ) @@ -384,7 +384,7 @@ id = "wirebrush" build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE category = list(RND_CATEGORY_INITIAL, RND_CATEGORY_TOOLS) - materials = list(/datum/material/iron = 200, /datum/material/glass = 200) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 2, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/wirebrush category = list(RND_CATEGORY_TOOLS) departmental_flags = DEPARTMENT_BITFLAG_SERVICE @@ -397,7 +397,7 @@ desc = "A wrench that can unbolt airlocks regardless of power status." id = "bolter_wrench" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/wrench/bolter category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING_ADVANCED diff --git a/code/modules/research/designs/weapon_designs.dm b/code/modules/research/designs/weapon_designs.dm index d7a23cd193dd..34525eddc1bb 100644 --- a/code/modules/research/designs/weapon_designs.dm +++ b/code/modules/research/designs/weapon_designs.dm @@ -16,7 +16,7 @@ desc = "Designed to quickly reload revolvers. TRAC bullets embed a tracking implant within the target's body. The implant's signal is incompatible with teleporters." id = "c38_trac" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 20000, /datum/material/silver = 5000, /datum/material/gold = 1000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 10, /datum/material/silver =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ammo_box/c38/trac category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO @@ -28,7 +28,7 @@ desc = "Designed to quickly reload revolvers. Hot Shot bullets contain an incendiary payload." id = "c38_hotshot" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 20000, /datum/material/plasma = 5000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 10, /datum/material/plasma = SHEET_MATERIAL_AMOUNT * 2.5) build_path = /obj/item/ammo_box/c38/hotshot category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO @@ -40,7 +40,7 @@ desc = "Designed to quickly reload revolvers. Iceblox bullets contain a cryogenic payload." id = "c38_iceblox" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 20000, /datum/material/plasma = 5000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 10, /datum/material/plasma = SHEET_MATERIAL_AMOUNT * 2.5) build_path = /obj/item/ammo_box/c38/iceblox category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO @@ -52,7 +52,7 @@ desc = "Designed to quickly reload revolvers. Rubber bullets are bouncy and less-than-lethal." id = "c38_rubber" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 20000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 10) build_path = /obj/item/ammo_box/c38/match/bouncy category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO @@ -131,7 +131,7 @@ desc = "This safety firing pin allows firearms to be operated within proximity to a firing range." id = "pin_testing" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 500, /datum/material/glass = 300) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 3) build_path = /obj/item/firing_pin/test_range category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_FIRING_PINS @@ -143,7 +143,7 @@ desc = "This is a security firing pin which only authorizes users who are mindshield-implanted." id = "pin_loyalty" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/silver = 600, /datum/material/diamond = 600, /datum/material/uranium = 200) + materials = list(/datum/material/silver = SMALL_MATERIAL_AMOUNT * 6, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 6, /datum/material/uranium =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/firing_pin/implant/mindshield category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_FIRING_PINS @@ -155,7 +155,7 @@ desc = "This firing pin only shoots while ya ain't on station, fair dinkum!" id = "pin_explorer" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/silver = 1000, /datum/material/gold = 1000, /datum/material/iron = 500) + materials = list(/datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/iron =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/firing_pin/explorer category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_FIRING_PINS @@ -167,7 +167,7 @@ desc = "The kit for a high-tech cannon that fires internal, reusable bolt cartridges in a revolving cylinder. The cartridges can be recharged using conventional rechargers." id = "stunrevolver" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 10000, /datum/material/glass = 10000, /datum/material/silver = 10000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 5, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 5) build_path = /obj/item/weaponcrafting/gunkit/tesla category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS @@ -180,7 +180,7 @@ desc = "The kit for an energy gun with an experimental miniaturized reactor." id = "nuclear_gun" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 10000, /datum/material/glass = 2000, /datum/material/uranium = 3000, /datum/material/titanium = 1000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/uranium =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/weaponcrafting/gunkit/nuclear category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS @@ -193,7 +193,7 @@ desc = "An advanced riot shield made of lightweight materials that collapses for easy storage." id = "tele_shield" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 4000, /datum/material/glass = 4000, /datum/material/silver = 300, /datum/material/titanium = 200) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 2, /datum/material/silver =SMALL_MATERIAL_AMOUNT * 3, /datum/material/titanium =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/shield/riot/tele category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_MELEE @@ -206,7 +206,7 @@ desc = "The gunkit for a powerful long ranged anti-material rifle that fires charged particle beams to obliterate targets." id = "beamrifle" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 10000, /datum/material/glass = 5000, /datum/material/diamond = 5000, /datum/material/uranium = 8000, /datum/material/silver = 4500, /datum/material/gold = 5000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/diamond =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/uranium = SHEET_MATERIAL_AMOUNT * 4, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 2.25, /datum/material/gold =SHEET_MATERIAL_AMOUNT * 2.5) build_path = /obj/item/weaponcrafting/gunkit/beam_rifle category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS @@ -219,7 +219,7 @@ desc = "Your opponent will bubble into a messy pile of goop." id = "decloner" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/gold = 5000, /datum/material/uranium = 10000) + materials = list(/datum/material/gold =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/uranium = SHEET_MATERIAL_AMOUNT * 5) build_path = /obj/item/weaponcrafting/gunkit/decloner category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS @@ -232,7 +232,7 @@ desc = "A gun that fires many syringes." id = "rapidsyringe" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 1000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/gun/syringe/rapidsyringe category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY @@ -244,7 +244,7 @@ desc = "A gun that shoots temperature bullet energythings to change temperature."//Change it if you want id = "temp_gun" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 500, /datum/material/silver = 3000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/weaponcrafting/gunkit/temperature category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS @@ -257,7 +257,7 @@ desc = "A tool that discharges controlled radiation which induces mutation in plant cells. Harmless to other organic life." id = "flora_gun" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000, /datum/material/glass = 500, /datum/material/uranium = 2000) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/uranium =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/gun/energy/floragun category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_BOTANY_ADVANCED @@ -269,7 +269,7 @@ desc = "A grenade that affects a larger area and use larger containers." id = "large_grenade" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 3000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/grenade/chem_grenade/large category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY @@ -281,7 +281,7 @@ desc = "An advanced grenade that is able to self ignite its mixture." id = "pyro_grenade" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000, /datum/material/plasma = 500) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT, /datum/material/plasma =SMALL_MATERIAL_AMOUNT * 5) build_path = /obj/item/grenade/chem_grenade/pyro category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY @@ -293,7 +293,7 @@ desc = "An advanced grenade that rapidly cools its contents upon detonation." id = "cryo_grenade" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000, /datum/material/silver = 500) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 5) build_path = /obj/item/grenade/chem_grenade/cryo category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY @@ -305,7 +305,7 @@ desc = "An advanced grenade that can be detonated several times, best used with a repeating igniter." id = "adv_grenade" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 3000, /datum/material/glass = 500) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5) build_path = /obj/item/grenade/chem_grenade/adv_release category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY @@ -317,7 +317,7 @@ desc = "Not quite as menacing as it sounds" id = "xray_laser" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/gold = 5000, /datum/material/uranium = 4000, /datum/material/iron = 5000, /datum/material/titanium = 2000, /datum/material/bluespace = 2000) + materials = list(/datum/material/gold =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/uranium = SHEET_MATERIAL_AMOUNT * 2, /datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/weaponcrafting/gunkit/xray category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS @@ -330,7 +330,7 @@ desc = "How to Dismantle a Cyborg: The Gun." id = "ioncarbine" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/silver = 6000, /datum/material/iron = 8000, /datum/material/uranium = 2000) + materials = list(/datum/material/silver = SHEET_MATERIAL_AMOUNT * 3, /datum/material/iron = SHEET_MATERIAL_AMOUNT * 4, /datum/material/uranium =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/weaponcrafting/gunkit/ion category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS @@ -343,7 +343,7 @@ desc = "A projector that emits high density quantum-coupled bluespace beams. Requires a bluespace anomaly core to function." id = "wormholeprojector" build_type = PROTOLATHE - materials = list(/datum/material/silver = 2000, /datum/material/iron = 5000, /datum/material/diamond = 2000, /datum/material/bluespace = 3000) + materials = list(/datum/material/silver =SHEET_MATERIAL_AMOUNT, /datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/gun/energy/wormhole_projector category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE @@ -355,7 +355,7 @@ desc = "A stunning shell for a shotgun." id = "stunshell" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 200) + materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/ammo_casing/shotgun/stunslug category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO @@ -368,7 +368,7 @@ Does nothing on its own." id = "techshotshell" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 1000, /datum/material/glass = 200) + materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2) build_path = /obj/item/ammo_casing/shotgun/techshell category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO @@ -380,7 +380,7 @@ desc = "A reverse-engineered suppressor that fits on most small arms with threaded barrels." id = "suppressor" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 2000, /datum/material/silver = 500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5) build_path = /obj/item/suppressor category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_PARTS @@ -392,7 +392,7 @@ desc = "A multi-mode device that blasts one-point bluespace-gravitational bolts that locally distort gravity. Requires a gravitational anomaly core to function." id = "gravitygun" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/silver = 8000, /datum/material/uranium = 8000, /datum/material/glass = 12000, /datum/material/iron = 12000, /datum/material/diamond = 3000, /datum/material/bluespace = 3000) + materials = list(/datum/material/silver = SHEET_MATERIAL_AMOUNT * 4, /datum/material/uranium = SHEET_MATERIAL_AMOUNT * 4, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 6, /datum/material/iron = SHEET_MATERIAL_AMOUNT * 6, /datum/material/diamond =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/gun/energy/gravity_gun category = list( RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE @@ -404,7 +404,7 @@ desc = "A kit to reverse-engineer a proto-kinetic accelerator into an energy crossbow, favored by syndicate infiltration teams and carp hunters." id = "largecrossbow" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 1500, /datum/material/uranium = 1500, /datum/material/silver = 1500) + materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT * 1.5) build_path = /obj/item/weaponcrafting/gunkit/ebow category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS @@ -417,7 +417,7 @@ desc = "A mace fit for a cleric. Useful for bypassing plate armor, but too bulky for much else." id = "cleric_mace" build_type = AUTOLATHE - materials = list(MAT_CATEGORY_ITEM_MATERIAL = 12000) + materials = list(MAT_CATEGORY_ITEM_MATERIAL = SHEET_MATERIAL_AMOUNT * 6) build_path = /obj/item/melee/cleric_mace category = list(RND_CATEGORY_IMPORTED) @@ -426,7 +426,7 @@ desc = "Uses reverse flow gravitodynamics to flip its personal gravity back to the thrower mid-flight. Also functions similar to a stun baton." id = "stun_boomerang" build_type = PROTOLATHE | AWAY_LATHE - materials = list(/datum/material/iron = 10000, /datum/material/glass = 4000, /datum/material/silver = 10000, /datum/material/gold = 2000) + materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 2, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 5, /datum/material/gold =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/melee/baton/security/boomerang category = list( RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_RANGED diff --git a/code/modules/research/designs/wiremod_designs.dm b/code/modules/research/designs/wiremod_designs.dm index eeb739f2b3a8..7e07a641f829 100644 --- a/code/modules/research/designs/wiremod_designs.dm +++ b/code/modules/research/designs/wiremod_designs.dm @@ -7,7 +7,7 @@ category = list( RND_CATEGORY_CIRCUITRY + RND_CATEGORY_CIRCUITRY_CORE ) - materials = list(/datum/material/glass = 1000, /datum/material/iron = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/circuit_multitool @@ -19,7 +19,7 @@ category = list( RND_CATEGORY_CIRCUITRY + RND_CATEGORY_CIRCUITRY_CORE ) - materials = list(/datum/material/glass = 1000, /datum/material/iron = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/usb_cable @@ -39,7 +39,7 @@ name = "Component ( NULL ENTRY )" desc = "A component that goes into an integrated circuit." build_type = COMPONENT_PRINTER - materials = list(/datum/material/glass = 1000) + materials = list(/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE category = list( RND_CATEGORY_CIRCUITRY + RND_SUBCATEGORY_CIRCUITRY_COMPONENTS @@ -451,7 +451,7 @@ desc = "A handheld shell with one big button." id = "compact_remote_shell" build_path = /obj/item/compact_remote - materials = list(/datum/material/glass = 2000, /datum/material/iron = 5000) + materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5) build_type = COMPONENT_PRINTER category = list( RND_CATEGORY_CIRCUITRY + RND_SUBCATEGORY_CIRCUITRY_SHELLS @@ -463,7 +463,7 @@ id = "controller_shell" build_path = /obj/item/controller build_type = COMPONENT_PRINTER - materials = list(/datum/material/glass = 2000, /datum/material/iron = 7000) + materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/iron = 7000) category = list( RND_CATEGORY_CIRCUITRY + RND_SUBCATEGORY_CIRCUITRY_SHELLS ) @@ -474,7 +474,7 @@ id = "scanner_shell" build_path = /obj/item/wiremod_scanner build_type = COMPONENT_PRINTER - materials = list(/datum/material/glass = 2000, /datum/material/iron = 7000) + materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/iron = 7000) category = list( RND_CATEGORY_CIRCUITRY + RND_SUBCATEGORY_CIRCUITRY_SHELLS ) @@ -484,7 +484,7 @@ desc = "A handheld shell that allows the user to input a string" id = "keyboard_shell" build_path = /obj/item/keyboard_shell - materials = list(/datum/material/glass = 2000, /datum/material/iron = 10000) + materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/iron = 10000) build_type = COMPONENT_PRINTER category = list( RND_CATEGORY_CIRCUITRY + RND_SUBCATEGORY_CIRCUITRY_SHELLS @@ -496,7 +496,7 @@ id = "gun_shell" build_path = /obj/item/gun/energy/wiremod_gun build_type = COMPONENT_PRINTER - materials = list(/datum/material/glass = 2000, /datum/material/iron = 10000, /datum/material/plasma = 100) + materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/iron = 10000, /datum/material/plasma =SMALL_MATERIAL_AMOUNT) category = list( RND_CATEGORY_CIRCUITRY + RND_SUBCATEGORY_CIRCUITRY_SHELLS ) @@ -507,7 +507,7 @@ id = "bot_shell" build_path = /obj/item/shell/bot build_type = COMPONENT_PRINTER - materials = list(/datum/material/glass = 2000, /datum/material/iron = 10000) + materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/iron = 10000) category = list( RND_CATEGORY_CIRCUITRY + RND_SUBCATEGORY_CIRCUITRY_SHELLS ) @@ -518,7 +518,7 @@ id = "money_bot_shell" build_path = /obj/item/shell/money_bot build_type = COMPONENT_PRINTER - materials = list(/datum/material/glass = 2000, /datum/material/iron = 10000, /datum/material/gold = 50) + materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/iron = 10000, /datum/material/gold =SMALL_MATERIAL_AMOUNT*0.5) category = list( RND_CATEGORY_CIRCUITRY + RND_SUBCATEGORY_CIRCUITRY_SHELLS ) @@ -530,9 +530,9 @@ build_path = /obj/item/shell/drone build_type = COMPONENT_PRINTER materials = list( - /datum/material/glass = 2000, + /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/iron = 11000, - /datum/material/gold = 500, + /datum/material/gold =SMALL_MATERIAL_AMOUNT*5, ) category = list( RND_CATEGORY_CIRCUITRY + RND_SUBCATEGORY_CIRCUITRY_SHELLS @@ -543,9 +543,9 @@ desc = "A very large shell that cannot be moved around. Stores the most components." id = "server_shell" materials = list( - /datum/material/glass = 5000, + /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/iron = 15000, - /datum/material/gold = 1500, + /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5, ) build_path = /obj/item/shell/server build_type = COMPONENT_PRINTER @@ -558,7 +558,7 @@ desc = "A door shell that cannot be moved around when assembled." id = "door_shell" materials = list( - /datum/material/glass = 5000, + /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/iron = 15000, ) build_path = /obj/item/shell/airlock @@ -572,7 +572,7 @@ desc = "A dispenser shell that can dispense items." id = "dispenser_shell" materials = list( - /datum/material/glass = 5000, + /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/iron = 15000, ) build_path = /obj/item/shell/dispenser @@ -586,7 +586,7 @@ desc = "An implant that can be placed in a user's head to control circuits using their brain." id = "bci_shell" materials = list( - /datum/material/glass = 2000, + /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/iron = 8000, ) build_path = /obj/item/shell/bci @@ -623,7 +623,7 @@ name = "Assembly Shell" desc = "An assembly shell that can be attached to wires and other assemblies." id = "assembly_shell" - materials = list(/datum/material/glass = 2000, /datum/material/iron = 5000) + materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5) build_path = /obj/item/assembly/wiremod build_type = COMPONENT_PRINTER category = list( @@ -634,7 +634,7 @@ name = "MOD Module Shell" desc = "A module shell that allows a circuit to be inserted into, and interface with, a MODsuit." id = "module_shell" - materials = list(/datum/material/glass = 2000) + materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT) build_path = /obj/item/mod/module/circuit build_type = COMPONENT_PRINTER category = list( diff --git a/code/modules/research/machinery/_production.dm b/code/modules/research/machinery/_production.dm index cccce2a1ebf5..a203d4cfc194 100644 --- a/code/modules/research/machinery/_production.dm +++ b/code/modules/research/machinery/_production.dm @@ -349,7 +349,7 @@ var/count = mat_container.retrieve_sheets(text2num(eject_amt), eject_sheet, drop_location()) var/list/matlist = list() - matlist[eject_sheet] = MINERAL_MATERIAL_AMOUNT + matlist[eject_sheet] = SHEET_MATERIAL_AMOUNT * count materials.silo_log(src, "ejected", -count, "sheets", matlist) diff --git a/code/modules/research/rdmachines.dm b/code/modules/research/rdmachines.dm index 88169060a5ba..bb19fb348179 100644 --- a/code/modules/research/rdmachines.dm +++ b/code/modules/research/rdmachines.dm @@ -127,7 +127,7 @@ var/stack_name if(istype(item_inserted, /obj/item/stack/ore/bluespace_crystal)) stack_name = "bluespace" - use_power(MINERAL_MATERIAL_AMOUNT / 10) + use_power(SHEET_MATERIAL_AMOUNT / 10) else var/obj/item/stack/S = item_inserted stack_name = S.name diff --git a/code/modules/research/research_disk.dm b/code/modules/research/research_disk.dm index 16f0ed7e6460..8205fc230c42 100644 --- a/code/modules/research/research_disk.dm +++ b/code/modules/research/research_disk.dm @@ -3,7 +3,7 @@ name = "technology disk" desc = "A disk for storing technology data for further research." icon_state = "datadisk0" - custom_materials = list(/datum/material/iron=300, /datum/material/glass=100) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass=SMALL_MATERIAL_AMOUNT) var/datum/techweb/stored_research /obj/item/disk/tech_disk/Initialize(mapload) diff --git a/code/modules/research/stock_parts.dm b/code/modules/research/stock_parts.dm index f0362d4f0d8b..7f14aa37ec00 100644 --- a/code/modules/research/stock_parts.dm +++ b/code/modules/research/stock_parts.dm @@ -261,32 +261,32 @@ If you create T5+ please take a pass at mech_fabricator.dm. The parts being good name = "capacitor" desc = "A basic capacitor used in the construction of a variety of devices." icon_state = "capacitor" - custom_materials = list(/datum/material/iron=50, /datum/material/glass=50) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5) /obj/item/stock_parts/scanning_module name = "scanning module" desc = "A compact, high resolution scanning module used in the construction of certain devices." icon_state = "scan_module" - custom_materials = list(/datum/material/iron=50, /datum/material/glass=20) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.2) /obj/item/stock_parts/manipulator name = "micro-manipulator" desc = "A tiny little manipulator used in the construction of certain devices." icon_state = "micro_mani" - custom_materials = list(/datum/material/iron=30) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.3) base_name = "manipulator" /obj/item/stock_parts/micro_laser name = "micro-laser" desc = "A tiny laser used in certain devices." icon_state = "micro_laser" - custom_materials = list(/datum/material/iron=10, /datum/material/glass=20) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.1, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.2) /obj/item/stock_parts/matter_bin name = "matter bin" desc = "A container designed to hold compressed matter awaiting reconstruction." icon_state = "matter_bin" - custom_materials = list(/datum/material/iron=80) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.8) //Rating 2 @@ -296,7 +296,7 @@ If you create T5+ please take a pass at mech_fabricator.dm. The parts being good icon_state = "adv_capacitor" rating = 2 energy_rating = 3 - custom_materials = list(/datum/material/iron=50, /datum/material/glass=50) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5) /obj/item/stock_parts/scanning_module/adv name = "advanced scanning module" @@ -304,7 +304,7 @@ If you create T5+ please take a pass at mech_fabricator.dm. The parts being good icon_state = "adv_scan_module" rating = 2 energy_rating = 3 - custom_materials = list(/datum/material/iron=50, /datum/material/glass=20) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.2) /obj/item/stock_parts/manipulator/nano name = "nano-manipulator" @@ -312,7 +312,7 @@ If you create T5+ please take a pass at mech_fabricator.dm. The parts being good icon_state = "nano_mani" rating = 2 energy_rating = 3 - custom_materials = list(/datum/material/iron=30) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.3) /obj/item/stock_parts/micro_laser/high name = "high-power micro-laser" @@ -320,7 +320,7 @@ If you create T5+ please take a pass at mech_fabricator.dm. The parts being good icon_state = "high_micro_laser" rating = 2 energy_rating = 3 - custom_materials = list(/datum/material/iron=10, /datum/material/glass=20) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.1, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.2) /obj/item/stock_parts/matter_bin/adv name = "advanced matter bin" @@ -328,7 +328,7 @@ If you create T5+ please take a pass at mech_fabricator.dm. The parts being good icon_state = "advanced_matter_bin" rating = 2 energy_rating = 3 - custom_materials = list(/datum/material/iron=80) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.8) //Rating 3 @@ -338,7 +338,7 @@ If you create T5+ please take a pass at mech_fabricator.dm. The parts being good icon_state = "super_capacitor" rating = 3 energy_rating = 5 - custom_materials = list(/datum/material/iron=50, /datum/material/glass=50) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5) /obj/item/stock_parts/scanning_module/phasic name = "phasic scanning module" @@ -346,7 +346,7 @@ If you create T5+ please take a pass at mech_fabricator.dm. The parts being good icon_state = "super_scan_module" rating = 3 energy_rating = 5 - custom_materials = list(/datum/material/iron=50, /datum/material/glass=20) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.2) /obj/item/stock_parts/manipulator/pico name = "pico-manipulator" @@ -354,7 +354,7 @@ If you create T5+ please take a pass at mech_fabricator.dm. The parts being good icon_state = "pico_mani" rating = 3 energy_rating = 5 - custom_materials = list(/datum/material/iron=30) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.3) /obj/item/stock_parts/micro_laser/ultra name = "ultra-high-power micro-laser" @@ -362,7 +362,7 @@ If you create T5+ please take a pass at mech_fabricator.dm. The parts being good desc = "A tiny laser used in certain devices." rating = 3 energy_rating = 5 - custom_materials = list(/datum/material/iron=10, /datum/material/glass=20) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.1, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.2) /obj/item/stock_parts/matter_bin/super name = "super matter bin" @@ -370,7 +370,7 @@ If you create T5+ please take a pass at mech_fabricator.dm. The parts being good icon_state = "super_matter_bin" rating = 3 energy_rating = 5 - custom_materials = list(/datum/material/iron=80) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.8) //Rating 4 @@ -380,7 +380,7 @@ If you create T5+ please take a pass at mech_fabricator.dm. The parts being good icon_state = "quadratic_capacitor" rating = 4 energy_rating = 10 - custom_materials = list(/datum/material/iron=50, /datum/material/glass=50) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5) /obj/item/stock_parts/scanning_module/triphasic name = "triphasic scanning module" @@ -388,7 +388,7 @@ If you create T5+ please take a pass at mech_fabricator.dm. The parts being good icon_state = "triphasic_scan_module" rating = 4 energy_rating = 10 - custom_materials = list(/datum/material/iron=50, /datum/material/glass=20) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.2) /obj/item/stock_parts/manipulator/femto name = "femto-manipulator" @@ -396,7 +396,7 @@ If you create T5+ please take a pass at mech_fabricator.dm. The parts being good icon_state = "femto_mani" rating = 4 energy_rating = 10 - custom_materials = list(/datum/material/iron=30) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.3) /obj/item/stock_parts/micro_laser/quadultra name = "quad-ultra micro-laser" @@ -404,7 +404,7 @@ If you create T5+ please take a pass at mech_fabricator.dm. The parts being good desc = "A tiny laser used in certain devices." rating = 4 energy_rating = 10 - custom_materials = list(/datum/material/iron=10, /datum/material/glass=20) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.1, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.2) /obj/item/stock_parts/matter_bin/bluespace name = "bluespace matter bin" @@ -412,7 +412,7 @@ If you create T5+ please take a pass at mech_fabricator.dm. The parts being good icon_state = "bluespace_matter_bin" rating = 4 energy_rating = 10 - custom_materials = list(/datum/material/iron=80) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.8) // Subspace stock parts @@ -420,43 +420,43 @@ If you create T5+ please take a pass at mech_fabricator.dm. The parts being good name = "subspace ansible" icon_state = "subspace_ansible" desc = "A compact module capable of sensing extradimensional activity." - custom_materials = list(/datum/material/iron=30, /datum/material/glass=10) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.3, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.1) /obj/item/stock_parts/subspace/filter name = "hyperwave filter" icon_state = "hyperwave_filter" desc = "A tiny device capable of filtering and converting super-intense radiowaves." - custom_materials = list(/datum/material/iron=30, /datum/material/glass=10) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.3, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.1) /obj/item/stock_parts/subspace/amplifier name = "subspace amplifier" icon_state = "subspace_amplifier" desc = "A compact micro-machine capable of amplifying weak subspace transmissions." - custom_materials = list(/datum/material/iron=30, /datum/material/glass=10) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.3, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.1) /obj/item/stock_parts/subspace/treatment name = "subspace treatment disk" icon_state = "treatment_disk" desc = "A compact micro-machine capable of stretching out hyper-compressed radio waves." - custom_materials = list(/datum/material/iron=30, /datum/material/glass=10) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.3, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.1) /obj/item/stock_parts/subspace/analyzer name = "subspace wavelength analyzer" icon_state = "wavelength_analyzer" desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths." - custom_materials = list(/datum/material/iron=30, /datum/material/glass=10) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.3, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.1) /obj/item/stock_parts/subspace/crystal name = "ansible crystal" icon_state = "ansible_crystal" desc = "A crystal made from pure glass used to transmit laser databursts to subspace." - custom_materials = list(/datum/material/glass=50) + custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5) /obj/item/stock_parts/subspace/transmitter name = "subspace transmitter" icon_state = "subspace_transmitter" desc = "A large piece of equipment used to open a window into the subspace dimension." - custom_materials = list(/datum/material/iron=50) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5) // Misc. Parts @@ -464,13 +464,13 @@ If you create T5+ please take a pass at mech_fabricator.dm. The parts being good name = "card reader" icon_state = "card_reader" desc = "A small magnetic card reader, used for devices that take and transmit holocredits." - custom_materials = list(/datum/material/iron=50, /datum/material/glass=10) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.1) /obj/item/stock_parts/water_recycler name = "water recycler" icon_state = "water_recycler" desc = "A chemical reclaimation component, which serves to re-accumulate and filter water over time." - custom_materials = list(/datum/material/plastic=200, /datum/material/iron=50) + custom_materials = list(/datum/material/plastic=SMALL_MATERIAL_AMOUNT * 2, /datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5) /obj/item/research//Makes testing much less of a pain -Sieve name = "research" diff --git a/code/modules/research/xenobiology/xenobiology.dm b/code/modules/research/xenobiology/xenobiology.dm index e7798bea962b..873576a46bdc 100644 --- a/code/modules/research/xenobiology/xenobiology.dm +++ b/code/modules/research/xenobiology/xenobiology.dm @@ -1019,7 +1019,7 @@ inhand_icon_state = "tile-bluespace" w_class = WEIGHT_CLASS_NORMAL force = 6 - mats_per_unit = list(/datum/material/iron=500) + mats_per_unit = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*5) throwforce = 10 throw_speed = 3 throw_range = 7 @@ -1036,7 +1036,7 @@ inhand_icon_state = "tile-sepia" w_class = WEIGHT_CLASS_NORMAL force = 6 - mats_per_unit = list(/datum/material/iron=500) + mats_per_unit = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*5) throwforce = 10 throw_speed = 0.1 throw_range = 28 diff --git a/code/modules/surgery/organs/tongue.dm b/code/modules/surgery/organs/tongue.dm index fa792d29097e..a0e6921be3ee 100644 --- a/code/modules/surgery/organs/tongue.dm +++ b/code/modules/surgery/organs/tongue.dm @@ -189,7 +189,7 @@ if(statue.name == initial(statue.name)) //statue has not been set up statue.name = "statue of [becoming_statue.real_name]" statue.desc = "statue depicting [becoming_statue.real_name]" - statue.set_custom_materials(list(/datum/material/silver=MINERAL_MATERIAL_AMOUNT*5)) + statue.set_custom_materials(list(/datum/material/silver=SHEET_MATERIAL_AMOUNT*5)) if(is_statue) statue.visible_message(span_danger("[statue] becomes animated!")) diff --git a/code/modules/surgery/surgery.dm b/code/modules/surgery/surgery.dm index 6a2ca7879b14..ed399c39c93d 100644 --- a/code/modules/surgery/surgery.dm +++ b/code/modules/surgery/surgery.dm @@ -169,14 +169,14 @@ name = "Surgery Procedure Disk" desc = "A disk that contains advanced surgery procedures, must be loaded into an Operating Console." icon_state = "datadisk1" - custom_materials = list(/datum/material/iron=300, /datum/material/glass=100) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass=SMALL_MATERIAL_AMOUNT) var/list/surgeries /obj/item/disk/surgery/debug name = "Debug Surgery Disk" desc = "A disk that contains all existing surgery procedures." icon_state = "datadisk1" - custom_materials = list(/datum/material/iron=300, /datum/material/glass=100) + custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass=SMALL_MATERIAL_AMOUNT) /obj/item/disk/surgery/debug/Initialize(mapload) . = ..() diff --git a/code/modules/surgery/tools.dm b/code/modules/surgery/tools.dm index 9198e81f121a..055c4e509f66 100644 --- a/code/modules/surgery/tools.dm +++ b/code/modules/surgery/tools.dm @@ -6,7 +6,7 @@ inhand_icon_state = "retractor" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' - custom_materials = list(/datum/material/iron = 6000, /datum/material/glass = 3000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*3, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 1.5) flags_1 = CONDUCT_1 item_flags = SURGICAL_TOOL w_class = WEIGHT_CLASS_TINY @@ -26,7 +26,7 @@ inhand_icon_state = "hemostat" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' - custom_materials = list(/datum/material/iron = 5000, /datum/material/glass = 2500) + custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*1.25) flags_1 = CONDUCT_1 item_flags = SURGICAL_TOOL w_class = WEIGHT_CLASS_TINY @@ -48,7 +48,7 @@ inhand_icon_state = "cautery" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' - custom_materials = list(/datum/material/iron = 2500, /datum/material/glass = 750) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/glass = SMALL_MATERIAL_AMOUNT*7.5) flags_1 = CONDUCT_1 item_flags = SURGICAL_TOOL w_class = WEIGHT_CLASS_TINY @@ -72,7 +72,7 @@ inhand_icon_state = "e_cautery" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' - custom_materials = list(/datum/material/iron = 4000, /datum/material/glass = 2000, /datum/material/plasma = 2000, /datum/material/uranium = 3000, /datum/material/titanium = 3000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/plasma =SHEET_MATERIAL_AMOUNT, /datum/material/uranium = SHEET_MATERIAL_AMOUNT*1.5, /datum/material/titanium = SHEET_MATERIAL_AMOUNT*1.5) hitsound = 'sound/items/welder.ogg' w_class = WEIGHT_CLASS_NORMAL toolspeed = 0.7 @@ -118,7 +118,7 @@ lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' hitsound = 'sound/weapons/circsawhit.ogg' - custom_materials = list(/datum/material/iron = 10000, /datum/material/glass = 6000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*3) flags_1 = CONDUCT_1 item_flags = SURGICAL_TOOL force = 15 @@ -165,7 +165,7 @@ throwforce = 5 throw_speed = 3 throw_range = 5 - custom_materials = list(/datum/material/iron = 4000, /datum/material/glass = 1000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT) attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts") attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut") hitsound = 'sound/weapons/bladeslice.ogg' @@ -209,7 +209,7 @@ throwforce = 9 throw_speed = 2 throw_range = 5 - custom_materials = list(/datum/material/iron = 10000, /datum/material/glass = 6000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*3) attack_verb_continuous = list("attacks", "slashes", "saws", "cuts") attack_verb_simple = list("attack", "slash", "saw", "cut") sharpness = SHARP_EDGED @@ -331,7 +331,7 @@ inhand_icon_state = "e_scalpel" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' - custom_materials = list(/datum/material/iron = 6000, /datum/material/glass = 1500, /datum/material/silver = 2000, /datum/material/gold = 1500, /datum/material/diamond = 200, /datum/material/titanium = 4000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*3, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/diamond =SMALL_MATERIAL_AMOUNT * 2, /datum/material/titanium = SHEET_MATERIAL_AMOUNT*2) hitsound = 'sound/weapons/blade1.ogg' force = 16 w_class = WEIGHT_CLASS_NORMAL @@ -382,7 +382,7 @@ name = "mechanical pinches" desc = "An agglomerate of rods and gears." icon = 'icons/obj/medical/surgery_tools.dmi' - custom_materials = list(/datum/material/iron = 12000, /datum/material/glass = 4000, /datum/material/silver = 4000, /datum/material/titanium = 5000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6, /datum/material/glass = SHEET_MATERIAL_AMOUNT*2, /datum/material/silver = SHEET_MATERIAL_AMOUNT*2, /datum/material/titanium =SHEET_MATERIAL_AMOUNT * 2.5) icon_state = "adv_retractor" inhand_icon_state = "adv_retractor" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' @@ -432,7 +432,7 @@ throwforce = 6 throw_speed = 2 throw_range = 5 - custom_materials = list(/datum/material/iron=8000, /datum/material/titanium=6000) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*4, /datum/material/titanium=SHEET_MATERIAL_AMOUNT*3) attack_verb_continuous = list("shears", "snips") attack_verb_simple = list("shear", "snip") sharpness = SHARP_EDGED @@ -506,7 +506,7 @@ icon_state = "bonesetter" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' - custom_materials = list(/datum/material/iron = 5000, /datum/material/glass = 2500, /datum/material/silver = 2500) + custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25) flags_1 = CONDUCT_1 item_flags = SURGICAL_TOOL w_class = WEIGHT_CLASS_SMALL @@ -522,7 +522,7 @@ icon_state = "bloodfilter" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' - custom_materials = list(/datum/material/iron=2000, /datum/material/glass=1500, /datum/material/silver=500) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT, /datum/material/glass=HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver=SMALL_MATERIAL_AMOUNT*5) item_flags = SURGICAL_TOOL w_class = WEIGHT_CLASS_NORMAL attack_verb_continuous = list("pumps", "siphons") diff --git a/code/modules/vehicles/mecha/equipment/tools/medical_tools.dm b/code/modules/vehicles/mecha/equipment/tools/medical_tools.dm index 53e648db2ab6..84b224173a2e 100644 --- a/code/modules/vehicles/mecha/equipment/tools/medical_tools.dm +++ b/code/modules/vehicles/mecha/equipment/tools/medical_tools.dm @@ -499,7 +499,7 @@ equip_cooldown = 0 ///The medical gun doing the actual healing. yes its wierd but its better than copypasting the entire thing var/obj/item/gun/medbeam/mech/medigun - custom_materials = list(/datum/material/iron = 15000, /datum/material/glass = 8000, /datum/material/plasma = 3000, /datum/material/gold = 8000, /datum/material/diamond = 2000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*7.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*4, /datum/material/plasma = SHEET_MATERIAL_AMOUNT*1.5, /datum/material/gold = SHEET_MATERIAL_AMOUNT*4, /datum/material/diamond =SHEET_MATERIAL_AMOUNT) /obj/item/mecha_parts/mecha_equipment/medical/mechmedbeam/Initialize(mapload) . = ..() diff --git a/code/modules/vehicles/mecha/equipment/tools/other_tools.dm b/code/modules/vehicles/mecha/equipment/tools/other_tools.dm index 39c09a73130f..dec175d23267 100644 --- a/code/modules/vehicles/mecha/equipment/tools/other_tools.dm +++ b/code/modules/vehicles/mecha/equipment/tools/other_tools.dm @@ -336,9 +336,9 @@ /obj/item/mecha_parts/mecha_equipment/generator/proc/load_fuel(obj/item/stack/sheet/P, mob/user) if(P.type == fuel.type && P.amount > 0) - var/to_load = max(max_fuel - fuel.amount*MINERAL_MATERIAL_AMOUNT,0) + var/to_load = max(max_fuel - fuel.amount*SHEET_MATERIAL_AMOUNT,0) if(to_load) - var/units = min(max(round(to_load / MINERAL_MATERIAL_AMOUNT),1),P.amount) + var/units = min(max(round(to_load / SHEET_MATERIAL_AMOUNT),1),P.amount) fuel.amount += units P.use(units) to_chat(user, "[icon2html(src, user)][span_notice("[units] unit\s of [fuel] successfully loaded.")]") @@ -372,7 +372,7 @@ if(cur_charge < chassis.cell.maxcharge) use_fuel = fuelrate_active chassis.give_power(rechargerate * seconds_per_tick) - fuel.amount -= min(seconds_per_tick * use_fuel / MINERAL_MATERIAL_AMOUNT, fuel.amount) + fuel.amount -= min(seconds_per_tick * use_fuel / SHEET_MATERIAL_AMOUNT, fuel.amount) /////////////////////////////////////////// THRUSTERS ///////////////////////////////////////////// diff --git a/code/modules/vehicles/mecha/equipment/weapons/mecha_ammo.dm b/code/modules/vehicles/mecha/equipment/weapons/mecha_ammo.dm index deb79bb889e0..ce644adfcac8 100644 --- a/code/modules/vehicles/mecha/equipment/weapons/mecha_ammo.dm +++ b/code/modules/vehicles/mecha/equipment/weapons/mecha_ammo.dm @@ -47,7 +47,7 @@ name = "incendiary ammo box" desc = "A box of incendiary ammunition for use with exosuit weapons." icon_state = "incendiary" - custom_materials = list(/datum/material/iron=6000) + custom_materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT*3) rounds = 24 ammo_type = MECHA_AMMO_INCENDIARY @@ -55,7 +55,7 @@ name = "scattershot ammo box" desc = "A box of scaled-up buckshot, for use in exosuit shotguns." icon_state = "scattershot" - custom_materials = list(/datum/material/iron=6000) + custom_materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT*3) rounds = 40 ammo_type = MECHA_AMMO_BUCKSHOT @@ -63,7 +63,7 @@ name = "machine gun ammo box" desc = "A box of linked ammunition, designed for the Ultra AC 2 exosuit weapon." icon_state = "lmg" - custom_materials = list(/datum/material/iron = 4000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2) rounds = 300 ammo_type = MECHA_AMMO_LMG @@ -83,7 +83,7 @@ name = "precision explosive missiles" desc = "A box of large missiles, ready for loading into a PEP-6 exosuit missile rack." icon_state = "missile_br" - custom_materials = list(/datum/material/iron=8000,/datum/material/gold=500) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*4,/datum/material/gold=SMALL_MATERIAL_AMOUNT*5) rounds = 6 direct_load = TRUE load_audio = 'sound/weapons/gun/general/mag_bullet_insert.ogg' @@ -93,7 +93,7 @@ name = "launchable flashbangs" desc = "A box of smooth flashbangs, for use with a large exosuit launcher. Cannot be primed by hand." icon_state = "flashbang" - custom_materials = list(/datum/material/iron=4000,/datum/material/gold=500) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2,/datum/material/gold=SMALL_MATERIAL_AMOUNT*5) rounds = 6 ammo_type = MECHA_AMMO_FLASHBANG @@ -101,7 +101,7 @@ name = "launchable flashbang clusters" desc = "A box of clustered flashbangs, for use with a specialized exosuit cluster launcher. Cannot be primed by hand." icon_state = "clusterbang" - custom_materials = list(/datum/material/iron=6000,/datum/material/gold=1500,/datum/material/uranium=1500) + custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*3,/datum/material/gold=HALF_SHEET_MATERIAL_AMOUNT * 1.5,/datum/material/uranium=HALF_SHEET_MATERIAL_AMOUNT * 1.5) rounds = 3 direct_load = TRUE ammo_type = MECHA_AMMO_CLUSTERBANG diff --git a/code/modules/vehicles/mecha/mecha_defense.dm b/code/modules/vehicles/mecha/mecha_defense.dm index 7db061b0383d..aa6ed6c2e4a2 100644 --- a/code/modules/vehicles/mecha/mecha_defense.dm +++ b/code/modules/vehicles/mecha/mecha_defense.dm @@ -438,7 +438,7 @@ var/list/new_material_content = list() for(var/datum/material/current_material in A.custom_materials) if(istype(current_material, /datum/material/iron)) //we can flatten an empty ammo box into a sheet of iron (2000 units) so we have to make sure the box always has this amount at minimum - new_material_content[current_material] = (A.custom_materials[current_material] - 2000) * (A.rounds / initial(A.rounds)) + 2000 + new_material_content[current_material] = (A.custom_materials[current_material] - SHEET_MATERIAL_AMOUNT) * (A.rounds / initial(A.rounds)) + SHEET_MATERIAL_AMOUNT else new_material_content[current_material] = A.custom_materials[current_material] * (A.rounds / initial(A.rounds)) A.set_custom_materials(new_material_content) @@ -455,7 +455,7 @@ qdel(A) return TRUE A.rounds = 0 - A.set_custom_materials(list(/datum/material/iron=2000)) + A.set_custom_materials(list(/datum/material/iron=SHEET_MATERIAL_AMOUNT)) A.update_appearance() return TRUE if(!fail_chat_override) diff --git a/code/modules/vehicles/mecha/mecha_ui.dm b/code/modules/vehicles/mecha/mecha_ui.dm index ce9fdb4d0152..e4ae2a406289 100644 --- a/code/modules/vehicles/mecha/mecha_ui.dm +++ b/code/modules/vehicles/mecha/mecha_ui.dm @@ -29,7 +29,7 @@ /obj/vehicle/sealed/mecha/ui_static_data(mob/user) var/list/data = list() data["cabin_dangerous_highpressure"] = WARNING_HIGH_PRESSURE - data["mineral_material_amount"] = MINERAL_MATERIAL_AMOUNT + data["SHEET_MATERIAL_AMOUNT"] = SHEET_MATERIAL_AMOUNT //map of relevant flags to check tgui side, not every flag needs to be here data["mechflag_keys"] = list( "ADDING_ACCESS_POSSIBLE" = ADDING_ACCESS_POSSIBLE, diff --git a/code/modules/vehicles/wheelchair.dm b/code/modules/vehicles/wheelchair.dm index f18d902ca18b..c0984629d4b7 100644 --- a/code/modules/vehicles/wheelchair.dm +++ b/code/modules/vehicles/wheelchair.dm @@ -89,7 +89,7 @@ overlay_icon = "gold_wheelchair_overlay" max_integrity = 200 armor_type = /datum/armor/wheelchair_gold - custom_materials = list(/datum/material/gold = 10000) + custom_materials = list(/datum/material/gold = SHEET_MATERIAL_AMOUNT*5) foldabletype = /obj/item/wheelchair/gold /obj/item/wheelchair @@ -102,7 +102,7 @@ righthand_file = 'icons/mob/inhands/items_righthand.dmi' w_class = WEIGHT_CLASS_NORMAL force = 8 //Force is same as a chair - custom_materials = list(/datum/material/iron = 10000) + custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5) ///The wheelchair vehicle type we create when we unfold this chair var/unfolded_type = /obj/vehicle/ridden/wheelchair @@ -116,7 +116,7 @@ lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' force = 10 - custom_materials = list(/datum/material/gold = 10000) + custom_materials = list(/datum/material/gold = SHEET_MATERIAL_AMOUNT*5) unfolded_type = /obj/vehicle/ridden/wheelchair/gold /datum/armor/wheelchair_gold diff --git a/code/modules/vending/_vending.dm b/code/modules/vending/_vending.dm index 6e892f4c8799..de6f281f7946 100644 --- a/code/modules/vending/_vending.dm +++ b/code/modules/vending/_vending.dm @@ -1642,7 +1642,7 @@ max_integrity = 700 max_loaded_items = 40 light_mask = "greed-light-mask" - custom_materials = list(/datum/material/gold = MINERAL_MATERIAL_AMOUNT * 5) + custom_materials = list(/datum/material/gold = SHEET_MATERIAL_AMOUNT * 5) /obj/machinery/vending/custom/greed/Initialize(mapload) . = ..() diff --git a/code/modules/wiremod/core/usb_cable.dm b/code/modules/wiremod/core/usb_cable.dm index 113d8e218d61..5c317c85d61d 100644 --- a/code/modules/wiremod/core/usb_cable.dm +++ b/code/modules/wiremod/core/usb_cable.dm @@ -9,7 +9,7 @@ righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' base_icon_state = "coil" w_class = WEIGHT_CLASS_TINY - custom_materials = list(/datum/material/iron = 75) + custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*0.75) /// The currently connected circuit var/obj/item/integrated_circuit/attached_circuit diff --git a/interface/stylesheet.dm b/interface/stylesheet.dm index b85562b90d87..6b1a5788e639 100644 --- a/interface/stylesheet.dm +++ b/interface/stylesheet.dm @@ -230,6 +230,9 @@ h1.alert, h2.alert {color: #000000;} 90% { color: #0d0d0d; } 100% { color: #6E001A; } } +.brown {color: #3d2009;} +.orange {color: #b8761a;} +.yellow {color: #c7b72c;} +.cyan {color: #0ea1e6;} // MONKESTATION ADDITION END - "} diff --git a/monkestation/code/modules/antagonists/contractor/items/modsuit/theme.dm b/monkestation/code/modules/antagonists/contractor/items/modsuit/theme.dm index 805f91d78eea..e3e461cb977b 100644 --- a/monkestation/code/modules/antagonists/contractor/items/modsuit/theme.dm +++ b/monkestation/code/modules/antagonists/contractor/items/modsuit/theme.dm @@ -31,6 +31,7 @@ /obj/item/shield/energy, /obj/item/gun/ballistic, /obj/item/gun/energy, + /obj/item/gun/microfusion, ) skins = list( "contractor" = list( diff --git a/monkestation/code/modules/ghost_players/job_helpers/firing_range_helper.dm b/monkestation/code/modules/ghost_players/job_helpers/firing_range_helper.dm index fbb33c553d50..f60a15e07490 100644 --- a/monkestation/code/modules/ghost_players/job_helpers/firing_range_helper.dm +++ b/monkestation/code/modules/ghost_players/job_helpers/firing_range_helper.dm @@ -6,6 +6,11 @@ icon = 'icons/obj/money_machine.dmi' icon_state = "bogdanoff" blacklisted_items = list( + /obj/item/ammo_box/c38/trac, + /obj/item/ammo_box/magazine/m556/phasic, + /obj/item/ammo_box/magazine/sniper_rounds/penetrator, + /obj/item/ammo_box/magazine, + /obj/item/ammo_box/magazine/toy, /obj/item/gun/ballistic, /obj/item/gun/ballistic/automatic, /obj/item/gun/ballistic/shotgun/doublebarrel/brazil/death, @@ -34,11 +39,7 @@ /obj/item/gun/magic/wand/door, /obj/item/gun/magic/wand/polymorph, /obj/item/gun/magic/wand/teleport, - /obj/item/ammo_box/c38/trac, - /obj/item/ammo_box/magazine/m556/phasic, - /obj/item/ammo_box/magazine/sniper_rounds/penetrator, - /obj/item/ammo_box/magazine, - /obj/item/ammo_box/magazine/toy, + /obj/item/microfusion_gun_attachment/barrel/xray, ) blacklisted_types = list( /obj/item/ammo_box/magazine/internal, @@ -62,6 +63,8 @@ items_to_spawn["Ballistic"] = subtypesof(/obj/item/gun/ballistic) items_to_spawn["Energy"] = subtypesof(/obj/item/gun/energy) items_to_spawn["Magic"] = subtypesof(/obj/item/gun/magic) + items_to_spawn["Microfusion"] = subtypesof(/obj/item/gun/microfusion) + subtypesof(/obj/item/microfusion_cell_attachment) \ + + subtypesof(/obj/item/microfusion_gun_attachment) + typesof(/obj/item/stock_parts/cell/microfusion) + typesof(/obj/item/microfusion_phase_emitter) items_to_spawn["Ammo"] = subtypesof(/obj/item/ammo_box) items_to_spawn["Other"] = list( /obj/item/gun/chem, diff --git a/monkestation/code/modules/microfusion/code/cargo_stuff.dm b/monkestation/code/modules/microfusion/code/cargo_stuff.dm new file mode 100644 index 000000000000..05b3d84b9681 --- /dev/null +++ b/monkestation/code/modules/microfusion/code/cargo_stuff.dm @@ -0,0 +1,72 @@ +/datum/supply_pack/security/armory/mcr01 + name = "MCR-01 Microfusion Crate" + desc = "Micron Control Systems Incorporated supplied MCR-01 Microfusion weapons platform. Comes with 4 advanced guns!" + cost = CARGO_CRATE_VALUE * 20 + contains = list( + /obj/item/gun/microfusion/mcr01/advanced, + /obj/item/gun/microfusion/mcr01/advanced, + /obj/item/gun/microfusion/mcr01/advanced, + /obj/item/gun/microfusion/mcr01/advanced, + ) + crate_name = "MCR-01 Microfusion Crate" + +/datum/supply_pack/security/microfusion + name = "Assorted Microfusion Upgrade Crate" + desc = "Micron Control Systems Incorporated supplied Microfusion cells and emitters!" + cost = CARGO_CRATE_VALUE * 5 + contains = list( + /obj/item/microfusion_phase_emitter/advanced, + /obj/item/microfusion_phase_emitter/advanced, + /obj/item/stock_parts/cell/microfusion/advanced, + /obj/item/stock_parts/cell/microfusion/advanced, + ) + crate_name = "Microfusion Upgrade Crate" + +/datum/supply_pack/security/mcr01_attachments_a + name = "MCR-01 Military Attachments Crate Type A" + desc = "Micron Control Systems Incorporated supplied MCR-01 Military spec attachments! This crate comes with two utilitarian repeater loadout." + cost = CARGO_CRATE_VALUE * 14 + contains = list( + /obj/item/microfusion_gun_attachment/grip, + /obj/item/microfusion_gun_attachment/grip, + /obj/item/microfusion_gun_attachment/rail, + /obj/item/microfusion_gun_attachment/rail, + /obj/item/microfusion_gun_attachment/barrel/repeater, + /obj/item/microfusion_gun_attachment/barrel/repeater, + ) + crate_name = "MCR-01 Military Attachments Crate Type A" + +/datum/supply_pack/security/mcr01_attachments_type_b + name = "MCR-01 Military Attachments Crate Type B" + desc = "Micron Control Systems Incorporated supplied MCR-01 Military spec attachments! This crate comes in a mixed specialist loadout." + cost = CARGO_CRATE_VALUE * 16 + contains = list( + /obj/item/microfusion_gun_attachment/grip, + /obj/item/microfusion_gun_attachment/grip, + /obj/item/microfusion_gun_attachment/grip, + /obj/item/microfusion_gun_attachment/barrel/scatter, + /obj/item/microfusion_gun_attachment/barrel/scatter, + /obj/item/microfusion_gun_attachment/barrel/scatter, + /obj/item/microfusion_gun_attachment/scope, + /obj/item/microfusion_gun_attachment/barrel/lance, + ) + crate_name = "MCR-01 Military Attachments Crate Type B" + + +/datum/supply_pack/security/mcr01_attachments_h + name = "HCR-01 Military Attachments Crate Type H" + desc = "Honkicron Clownery Systems Inhonkorated supplied HCR-01 Clownery spec attachments! This crate oddly smells of bananas." + cost = CARGO_CRATE_VALUE * 20 + contraband = TRUE + contains = list( + /obj/item/microfusion_gun_attachment/barrel/honk, + /obj/item/microfusion_gun_attachment/barrel/honk, + /obj/item/microfusion_gun_attachment/barrel/honk, + /obj/item/microfusion_gun_attachment/camo/honk, + /obj/item/microfusion_gun_attachment/camo/honk, + /obj/item/microfusion_gun_attachment/camo/honk, + /obj/item/food/pie/cream, + /obj/item/food/pie/cream, + /obj/item/food/pie/cream, + ) + crate_name = "MCR-01 Military Attachments Crate Type H" diff --git a/monkestation/code/modules/microfusion/code/gun_types.dm b/monkestation/code/modules/microfusion/code/gun_types.dm new file mode 100644 index 000000000000..ca518253ece8 --- /dev/null +++ b/monkestation/code/modules/microfusion/code/gun_types.dm @@ -0,0 +1,60 @@ +/obj/item/gun/microfusion/mcr01 + name = "MCR-01" + desc = "An advanced, modular energy weapon produced by Micron Control Systems. These cutting edge weapons differ from traditional beam weaponry in producing individual bolts, as well as being customizable to the user's preferences." + icon_state = "mcr01" + inhand_icon_state = "mcr01" + shaded_charge = TRUE +//monkestation module part removal, we dont have gun companies +///obj/item/gun/microfusion/mcr01/give_manufacturer_examine() +// AddElement(/datum/element/manufacturer_examine, COMPANY_MICRON) + +/// Gun for cargo crates. +/obj/item/gun/microfusion/mcr01/advanced + name = "advanced MCR-01" + cell_type = /obj/item/stock_parts/cell/microfusion/advanced + phase_emitter_type = /obj/item/microfusion_phase_emitter/advanced + +/* THESE ARE STILL UTTERLY BROKEN +/obj/item/gun/microfusion/mcr01/nanocarbon + name = "Nanocarbon Destroyer" + desc = "The pinnacle of the Nanocarbon weapon line. This weapon is the ultimate in power and performance. It is capable of firing a wide variety of beams, including a wide range of energy types, and is capable of firing a wide variety of frequencies." + icon_state = "mcr01" + inhand_icon_state = "mcr01" + shaded_charge = TRUE + phase_emitter_type = /obj/item/microfusion_phase_emitter/nanocarbon + cell_type = /obj/item/stock_parts/cell/microfusion/nanocarbon + attachments = list( + /obj/item/microfusion_gun_attachment/pulse, + /obj/item/microfusion_gun_attachment/grip, + /obj/item/microfusion_gun_attachment/rail, + /obj/item/microfusion_gun_attachment/camo, + ) + +//For syndicate uplink. +/obj/item/gun/microfusion/mcr01/syndie + name = "SCR-01" + desc = "A Syndicate brand copy of the MCR-01. It comes with a proprietary suppressor and some tactical attachments." + cell_type = /obj/item/stock_parts/cell/microfusion/advanced + phase_emitter_type = /obj/item/microfusion_phase_emitter/advanced + attachments = list( + /obj/item/microfusion_gun_attachment/barrel/suppressor, + /obj/item/microfusion_gun_attachment/grip, + /obj/item/microfusion_gun_attachment/rail, + /obj/item/microfusion_gun_attachment/syndi_camo, + ) +*/ + +/* +* MICROFUSION SPAWNERS +*/ + +//monkestation temp removal, we dont have this type of spawner currently +/*/obj/effect/spawner/armory_spawn/microfusion + + guns = list( + /obj/item/gun/microfusion/mcr01, + /obj/item/gun/microfusion/mcr01, + /obj/item/gun/microfusion/mcr01, + /obj/item/gun/microfusion/mcr01, + )*/ + diff --git a/monkestation/code/modules/microfusion/code/microfusion_cell.dm b/monkestation/code/modules/microfusion/code/microfusion_cell.dm new file mode 100644 index 000000000000..e0dfe8863ed9 --- /dev/null +++ b/monkestation/code/modules/microfusion/code/microfusion_cell.dm @@ -0,0 +1,212 @@ +/* +MICROFUSION CELL SYSTEM + +Microfusion cells are small battery units that house controlled nuclear fusion within, and that fusion is converted into useable energy. + +Essentially, power cells that malfunction if not used in an MCR, and should only be able to charge inside of one +*/ + +/obj/item/stock_parts/cell/microfusion //Just a standard cell. + name = "microfusion cell" + desc = "A standard-issue microfusion cell, produced by Micron Control Systems. For safety reasons, they cannot be charged unless they are inside of a compatible Micron Control Systems firearm." + icon = 'monkestation/code/modules/microfusion/icons/microfusion_cells.dmi' + icon_state = "microfusion" + w_class = WEIGHT_CLASS_NORMAL + maxcharge = 1200 //12 shots + chargerate = 0 //MF cells should be unable to recharge if they are not currently inside of an MCR + microfusion_readout = TRUE + empty = TRUE //MF cells should start empty + + /// A hard referenced list of upgrades currently attached to the weapon. + var/list/attachments = list() + /// Are we melting down? For icon stuffs. + var/meltdown = FALSE + /// How many upgrades can you have on this cell? + var/max_attachments = 1 + /// Hard ref to the parent gun. + var/obj/item/gun/microfusion/parent_gun + /// Do we play an alarm when empty? + var/empty_alarm = TRUE + /// What sound do we play when empty? + var/empty_alarm_sound = 'sound/weapons/gun/general/empty_alarm.ogg' + /// Do we have the self charging upgrade? + var/self_charging = FALSE + /// The probability of the cell failing, either through being makeshift or being used in something it shouldn't + var/fail_prob = 10 + +/obj/item/stock_parts/cell + /// Is this cell stabilised? (used in microfusion guns) + var/stabilised = FALSE + /// Do we show the microfusion readout instead of KJ? + var/microfusion_readout = FALSE + +/obj/item/stock_parts/cell/microfusion/Initialize(mapload) + . = ..() + START_PROCESSING(SSobj, src) + +/obj/item/stock_parts/cell/microfusion/Destroy() + if(attachments.len) + for(var/obj/item/iterating_item as anything in attachments) + iterating_item.forceMove(get_turf(src)) + attachments = null + parent_gun = null + STOP_PROCESSING(SSobj, src) + return ..() + +/obj/item/stock_parts/cell/microfusion/attackby(obj/item/attacking_item, mob/living/user, params) + if(istype(attacking_item, /obj/item/microfusion_cell_attachment)) + add_attachment(attacking_item, user) + return + return ..() + +/obj/item/stock_parts/cell/microfusion/attack_self(mob/user) + if(charge) + cell_removal_discharge() + return ..() + +/obj/item/stock_parts/cell/microfusion/emp_act(severity) + var/prob_percent = charge / 100 * severity + if(prob(prob_percent) && !meltdown && !stabilised) + process_instability() + +/obj/item/stock_parts/cell/microfusion/use(amount) + if(!parent_gun) // If an MCR cell is used in anything that's not an MCR, you might have problems + if(prob(fail_prob)) + process_instability() + if(charge >= amount) + var/check_if_empty = charge - amount + if(check_if_empty < amount && empty_alarm && !self_charging) + playsound(src, empty_alarm_sound, 50) + return ..() + +/obj/item/stock_parts/cell/microfusion/proc/process_instability() + var/seconds_to_explode = rand(MICROFUSION_CELL_FAILURE_LOWER, MICROFUSION_CELL_FAILURE_UPPER) + meltdown = TRUE + say("Malfunction in [seconds_to_explode / 10] seconds!") + playsound(src, 'sound/machines/warning-buzzer.ogg', 30, FALSE, FALSE) + add_filter("rad_glow", 2, list("type" = "outline", "color" = "#ff5e0049", "size" = 2)) + addtimer(CALLBACK(src, PROC_REF(process_failure)), seconds_to_explode) + +/obj/item/stock_parts/cell/microfusion/proc/process_failure() + var/fuckup_type = rand(1, 4) + remove_filter("rad_glow") + playsound(src, 'sound/effects/spray.ogg', 70) + switch(fuckup_type) + if(MICROFUSION_CELL_FAILURE_TYPE_CHARGE_DRAIN) + charge = clamp(charge - MICROFUSION_CELL_DRAIN_FAILURE, 0, maxcharge) + if(MICROFUSION_CELL_FAILURE_TYPE_EXPLOSION) + explode() + if(MICROFUSION_CELL_FAILURE_TYPE_EMP) + empulse(get_turf(src), MICROFUSION_CELL_EMP_HEAVY_FAILURE, MICROFUSION_CELL_EMP_LIGHT_FAILURE, FALSE) + if(MICROFUSION_CELL_FAILURE_TYPE_RADIATION) + radiation_pulse(src, MICROFUSION_CELL_RADIATION_RANGE_FAILURE, RAD_MEDIUM_INSULATION) + meltdown = FALSE + +/obj/item/stock_parts/cell/microfusion/update_overlays() + . = ..() + for(var/obj/item/microfusion_cell_attachment/microfusion_cell_attachment as anything in attachments) + . += microfusion_cell_attachment.attachment_overlay_icon_state + +/obj/item/stock_parts/cell/microfusion/screwdriver_act(mob/living/user, obj/item/tool) + if(!attachments.len) + balloon_alert(user, "no attachments!") + return + remove_attachments() + playsound(src, 'sound/items/screwdriver.ogg', 70, TRUE) + balloon_alert(user, "attachments removed") + +/obj/item/stock_parts/cell/microfusion/process(seconds_per_tick) + for(var/obj/item/microfusion_cell_attachment/microfusion_cell_attachment as anything in attachments) + microfusion_cell_attachment.process_attachment(src, seconds_per_tick) + +/obj/item/stock_parts/cell/microfusion/examine(mob/user) + . = ..() + . += span_notice("It can hold [max_attachments] attachment(s).") + . += span_warning("Inserting this into anything other than a microfusion rifle might be a terrible idea.") + if(attachments.len) + for(var/obj/item/microfusion_cell_attachment/microfusion_cell_attachment as anything in attachments) + . += span_notice("It has a [microfusion_cell_attachment.name] installed.") + . += span_notice("Use a screwdriver to remove the attachments.") + . += span_notice("Using this in hand will discharge the cell, if there is any inside of it preventing insertion into microfusion guns.") + +/obj/item/stock_parts/cell/microfusion/proc/add_attachment(obj/item/microfusion_cell_attachment/microfusion_cell_attachment, mob/living/user, obj/item/gun/microfusion/microfusion_gun) + if(attachments.len >= max_attachments) + balloon_alert(user, "can't attach more!") + return FALSE + if(is_type_in_list(microfusion_cell_attachment, attachments)) + balloon_alert(user, "already installed!") + return FALSE + attachments += microfusion_cell_attachment + microfusion_cell_attachment.forceMove(src) + microfusion_cell_attachment.add_attachment(src) + balloon_alert(user, "installed attachment") + playsound(src, 'sound/effects/structure_stress/pop2.ogg', 70, TRUE) + update_appearance() + return TRUE + +/obj/item/stock_parts/cell/microfusion/proc/remove_attachments() + for(var/obj/item/microfusion_cell_attachment/microfusion_cell_attachment in attachments) + microfusion_cell_attachment.remove_attachment(src) + microfusion_cell_attachment.forceMove(get_turf(src)) + attachments -= microfusion_cell_attachment + update_appearance() + +/obj/item/stock_parts/cell/microfusion/proc/inserted_into_weapon() + chargerate = 300 + +/obj/item/stock_parts/cell/microfusion/proc/cell_removal_discharge() + chargerate = 0 + charge = 0 + do_sparks(4, FALSE, src) + update_appearance() + +/datum/crafting_recipe/makeshift/microfusion_cell + name = "Makeshift Microfusion Cell" + tool_behaviors = list(TOOL_SCREWDRIVER, TOOL_WIRECUTTER, TOOL_WELDER) + result = /obj/item/stock_parts/cell/microfusion/makeshift + reqs = list(/obj/item/trash/can = 1, + /obj/item/stack/sheet/iron = 1, + /obj/item/stack/cable_coil = 1) + time = 12 SECONDS + category = CAT_MISC + +//WHY WOULD YOU MAKE THIS? +/obj/item/stock_parts/cell/microfusion/makeshift + name = "makeshift microfusion cell" + desc = "An... Apparatus, comprised of an everyday aluminum can with several civilian-grade batteries tightly packed together and plugged in. This vaguely resembles a microfusion cell, if you tilt your head to a precise fifty degree angle. While the effects on enemy combatants may be dubious, it will certainly do incredible damage to the gun's warranty. What the hell were you thinking when you came up with this?" + icon_state = "microfusion_makeshift" + maxcharge = 600 + max_attachments = 0 + +/obj/item/stock_parts/cell/microfusion/makeshift/use(amount) + if(prob(fail_prob)) + process_instability() + return ..() + +/obj/item/stock_parts/cell/microfusion/enhanced + name = "enhanced microfusion cell" + desc = "A second generation microfusion cell, weighing about the same as the standard-issue cell and having the same space for attachments; however, it has a higher capacity." + icon_state = "microfusion_enhanced" + maxcharge = 1500 + +/obj/item/stock_parts/cell/microfusion/advanced + name = "advanced microfusion cell" + desc = "A third generation microfusion cell, boasting a much higher shot count. Additionally, these come with support for up to three modifications to the cell itself." + icon_state = "microfusion_advanced" + maxcharge = 1700 + max_attachments = 3 + +/obj/item/stock_parts/cell/microfusion/bluespace + name = "bluespace microfusion cell" + desc = "A fourth generation microfusion cell, employing bluespace technology to store power in a medium that's bigger on the inside. This has capacity for four modifications to the cell." + icon_state = "microfusion_bluespace" + maxcharge = 2000 + max_attachments = 4 + +/obj/item/stock_parts/cell/microfusion/nanocarbon + name = "nanocarbon fusion cell" + desc = "This cell combines both top-of-the-line nanotech and advanced microfusion power to brute force the most common issue of Nanotrasen Asset Protection operatives, ammunition, through sheer volume. Intended for use with Nanotrasen-brand capacitor arrays only. Warranty void if dropped in toilet." + icon_state = "microfusion_nanocarbon" + maxcharge = 30000 + max_attachments = 420 + diff --git a/monkestation/code/modules/microfusion/code/microfusion_cell_attachments.dm b/monkestation/code/modules/microfusion/code/microfusion_cell_attachments.dm new file mode 100644 index 000000000000..cb60e0ad12f0 --- /dev/null +++ b/monkestation/code/modules/microfusion/code/microfusion_cell_attachments.dm @@ -0,0 +1,114 @@ +/* +MICROFUSION CELL UPGRADE ATTACHMENTS + +For adding unique abilities to microfusion cells. These cannot directly interact with the gun. +*/ + +/obj/item/microfusion_cell_attachment + name = "microfusion cell attachment" + desc = "broken" + icon = 'monkestation/code/modules/microfusion/icons/microfusion_cells.dmi' + w_class = WEIGHT_CLASS_NORMAL + /// The overlay that will be automatically added, must be in the cells icon. + var/attachment_overlay_icon_state + + +/obj/item/microfusion_cell_attachment/proc/add_attachment(obj/item/stock_parts/cell/microfusion/microfusion_cell) + SHOULD_CALL_PARENT(TRUE) + START_PROCESSING(SSobj, microfusion_cell) + return + +/obj/item/microfusion_cell_attachment/proc/process_attachment(obj/item/stock_parts/cell/microfusion/microfusion_cell, seconds_per_tick) + return PROCESS_KILL + +/obj/item/microfusion_cell_attachment/proc/remove_attachment(obj/item/stock_parts/cell/microfusion/microfusion_cell) + SHOULD_CALL_PARENT(TRUE) + STOP_PROCESSING(SSobj, microfusion_cell) + return + +/* +OVERCAPACITY ATTACHMENT + +Increases the cell capacity by a set percentage. +*/ + +/obj/item/microfusion_cell_attachment/overcapacity + name = "overcapacity microfusion cell attachment" + desc = "An attachment which increases the capacity of the microfusion cell it's attached to. \ + These are an additional, smaller capacitor, using a system to automatically switch from the cell to the capacitor as it's depleted, maximizing the weapon's charge." + icon_state = "attachment_overcapacity" + attachment_overlay_icon_state = "microfusion_overcapacity" + /// How much the attachment increases the cell's capacity by, as a percentage + var/capacity_increase = 20 + /// The initial capacity of the cell before this upgrade is added! + var/initial_charge_capacity = 0 + +/obj/item/microfusion_cell_attachment/overcapacity/add_attachment(obj/item/stock_parts/cell/microfusion/microfusion_cell) + . = ..() + initial_charge_capacity = microfusion_cell.maxcharge + var/capacity_to_add = microfusion_cell.maxcharge / 100 * capacity_increase + microfusion_cell.maxcharge += capacity_to_add + +/obj/item/microfusion_cell_attachment/overcapacity/remove_attachment(obj/item/stock_parts/cell/microfusion/microfusion_cell) + . = ..() + microfusion_cell.charge = min(microfusion_cell.charge, initial_charge_capacity) + microfusion_cell.maxcharge = initial_charge_capacity + initial_charge_capacity = 0 + +/* +STABILISER ATTACHMENT + +The cell is stable and will not emit sparks when firing. +*/ + +/obj/item/microfusion_cell_attachment/stabiliser + name = "stabilising microfusion cell attachment" + desc = "A stabilizer system attachment combining a grounding system with additional containment coils for self-charging purposes, \ + this gives additional safety to the cell it's attached to; preventing both sparks and leakage." + icon_state = "attachment_stabiliser" + attachment_overlay_icon_state = "microfusion_stabiliser" + +/obj/item/microfusion_cell_attachment/stabiliser/add_attachment(obj/item/stock_parts/cell/microfusion/microfusion_cell) + . = ..() + microfusion_cell.stabilised = TRUE + +/obj/item/microfusion_cell_attachment/stabiliser/remove_attachment(obj/item/stock_parts/cell/microfusion/microfusion_cell) + . = ..() + microfusion_cell.stabilised = FALSE + +/* +SELFCHARGE ATTACHMENT + +The cell will charge itself. +If the cell isn't stabilised by a stabiliser, it may emit a radiation pulse. +*/ + +/obj/item/microfusion_cell_attachment/selfcharging + name = "self-charging microfusion cell attachment" + desc = "While microfusion cells are normally shipped without their fuel source, this attachment comes with fifteen grams of hydrogen fuel; allowing the cell to sustain a small, \ + yet active reaction to self-charge. These can keep going for weeks to months in ideal conditions, making them more than enough for most campaigns." + icon_state = "attachment_selfcharge" + attachment_overlay_icon_state = "microfusion_selfcharge" + /// The amount of charge this cell will passively gain! + var/self_charge_amount = 20 + +/obj/item/microfusion_cell_attachment/selfcharging/examine(mob/user) + . = ..() + . += span_warning("WARNING: May cause radiation burns and weapon instability if not stabilized with recommended attachment!") + +/obj/item/microfusion_cell_attachment/selfcharging/add_attachment(obj/item/stock_parts/cell/microfusion/microfusion_cell) + . = ..() + microfusion_cell.self_charging = TRUE + +/obj/item/microfusion_cell_attachment/selfcharging/remove_attachment(obj/item/stock_parts/cell/microfusion/microfusion_cell) + . = ..() + microfusion_cell.self_charging = FALSE + +/obj/item/microfusion_cell_attachment/selfcharging/process_attachment(obj/item/stock_parts/cell/microfusion/microfusion_cell, seconds_per_tick) + if(!microfusion_cell.parent_gun) + return + if(microfusion_cell.charge < microfusion_cell.maxcharge) + microfusion_cell.give(self_charge_amount * seconds_per_tick) + microfusion_cell.parent_gun.update_appearance() + if(!microfusion_cell.stabilised && SPT_PROB(1, seconds_per_tick)) + radiation_pulse(src, 1, RAD_MEDIUM_INSULATION) diff --git a/monkestation/code/modules/microfusion/code/microfusion_designs.dm b/monkestation/code/modules/microfusion/code/microfusion_designs.dm new file mode 100644 index 000000000000..861b8ed9c1ae --- /dev/null +++ b/monkestation/code/modules/microfusion/code/microfusion_designs.dm @@ -0,0 +1,436 @@ +#define RND_CATEGORY_MICROFUSION_WEAPONS "/Weaponry (Microfusion)" +#define RND_MICROFUSION_CELLS "/Cells" +#define RND_MICROFUSION_CELL_ATTACHMENTS "/Cell Attachments" +#define RND_MICROFUSION_EMITTERS "/Phase Emitters" +// god forgive me +#define RND_MICROFUSION_ATTACHMENT "/Attachments" +#define RND_MICROFUSION_ATTACHMENT_BARREL " (Barrel)" +#define RND_MICROFUSION_ATTACHMENT_UNDERBARREL " (Underbarrel)" +#define RND_MICROFUSION_ATTACHMENT_RAIL " (Rail)" +#define RND_MICROFUSION_ATTACHMENT_UNIQUE " (Cosmetic)" + +// BASE FOR MCR DESIGNS +/datum/design/microfusion + name = "Microfusion Part" + build_type = PROTOLATHE | AWAY_LATHE + departmental_flags = DEPARTMENT_BITFLAG_SECURITY + construction_time = 10 SECONDS //dunno if this is for mechfabs or what but I'll keep this anyway + category = list( + RND_CATEGORY_MICROFUSION_WEAPONS, + ) + +// EMITTERS + +/datum/design/microfusion/phase_emitter + name = "Placeholder Microfusion Phase Emitter" + desc = "You shouldn't see this. Still, odd how there's no basic phase emitter design, despite how redundant it'd be." + category = list( + RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_EMITTERS, + ) + +/datum/design/microfusion/phase_emitter/enhanced + name = "Enhanced Microfusion Phase Emitter" + desc = "The core of a microfusion projection weapon, produces the laser." + id = "enhanced_microfusion_phase_emitter" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_phase_emitter/enhanced + +/datum/design/microfusion/phase_emitter/advanced + name = "Advanced Microfusion Phase Emitter" + id = "advanced_microfusion_phase_emitter" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_phase_emitter/advanced + +/datum/design/microfusion/phase_emitter/bluespace + name = "Bluespace Microfusion Phase Emitter" + id = "bluespace_microfusion_phase_emitter" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_phase_emitter/bluespace + +// CELLS + +/datum/design/microfusion/cell + name = "Microfusion Cell" + desc = "A microfusion cell. There's a basic type defined next to this, right?" + category = list( + RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_CELLS, + ) + +/datum/design/microfusion/cell/basic + name = "Basic Microfusion Cell" + desc = "A basic microfusion cell with a capacity of 1200 MF and and 1 attachment point." + id = "basic_microfusion_cell" + build_type = PROTOLATHE | AWAY_LATHE | AUTOLATHE + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2, + ) + build_path = /obj/item/stock_parts/cell/microfusion + category = list( + RND_CATEGORY_INITIAL, + RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_CELLS, + ) + +/datum/design/microfusion/cell/enhanced + name = "Enhanced Microfusion Cell" + desc = "An enhanced microfusion cell with a capacity of 1500 MF and 1 attachment point." + id = "enhanced_microfusion_cell" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2, + /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 2, + ) + build_path = /obj/item/stock_parts/cell/microfusion/enhanced + +/datum/design/microfusion/cell/advanced + name = "Advanced Microfusion Cell" + desc = "An advanced microfusion cell with a capacity of 1700 MF and 3 attachment points." + id = "advanced_microfusion_cell" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, + /datum/material/silver = SMALL_MATERIAL_AMOUNT * 3, + /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, + /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3, + ) + build_path = /obj/item/stock_parts/cell/microfusion/advanced + +/datum/design/microfusion/cell/bluespace + name = "Bluespace Microfusion Cell" + desc = "A bluespace microfusion cell with a capacity of 2000 MF and 3 attachment points." + id = "bluespace_microfusion_cell" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, + /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, + /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3, + /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3, + /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3, + /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3, + ) + build_path = /obj/item/stock_parts/cell/microfusion/bluespace + +// CELL UPGRADES + +/datum/design/microfusion/cell_attachment + name = "Placeholder Cell Attachment" + desc = "You shouldn't be seeing this." + category = list( + RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_CELL_ATTACHMENTS, + ) + +/datum/design/microfusion/cell_attachment/stabilising + name = "Stabilising Microfusion Cell Attachment" + desc = "Stabilises the internal fusion reaction of microfusion cells, preventing sparks during firing and occasional radiation pulses when used in tandem with a self-charging attachment." + id = "microfusion_cell_attachment_stabiliser" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_cell_attachment/stabiliser + +/datum/design/microfusion/cell_attachment/overcapacity + name = "Overcapacity Microfusion Cell Attachment" + desc = "An attachment for microfusion cells that increases MF capacity." + id = "microfusion_cell_attachment_overcapacity" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/gold = SHEET_MATERIAL_AMOUNT * 4, + ) + build_path = /obj/item/microfusion_cell_attachment/overcapacity + +/datum/design/microfusion/cell_attachment/selfcharging + name = "Self-Charging Microfusion Cell Attachment" + desc = "Contains a small amount of infinitely decaying nuclear material, causing the fusion reaction to be self sustaining. WARNING: May cause radiation burns if not stabilised." + id = "microfusion_cell_attachment_selfcharging" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/uranium = SHEET_MATERIAL_AMOUNT * 3, + /datum/material/titanium = SHEET_MATERIAL_AMOUNT * 3, + /datum/material/bluespace = SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_cell_attachment/selfcharging + +/datum/design/microfusion/attachment + name = "Placeholder MCR Attachment" + desc = "You *really* shouldn't be seeing this. Now in different attachment flavors! The Req line will hate you." + category = list( + RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_ATTACHMENT, + ) + +// RAIL MODS + +/datum/design/microfusion/attachment/rail_slot + name = "Placeholder Microfusion Rail Slot Attachment" + category = list( + RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_ATTACHMENT + RND_MICROFUSION_ATTACHMENT_RAIL, + ) + +/datum/design/microfusion/attachment/rail_slot/rail + name = "Microfusion Weapon Rail" + desc = "A carrying handle/rail system for any additional attachments, such as a seclite and/or bayonet." + id = "microfusion_gun_attachment_rail" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/rail + +/datum/design/microfusion/attachment/rail_slot/scope + name = "Microfusion Weapon Scope" + desc = "A scope. For microfusion weapon platforms, probably." + id = "microfusion_gun_attachment_scope" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/scope + +// UNDERBARREL MODS + +/datum/design/microfusion/attachment/underbarrel + name = "Placeholder Microfusion Underbarrel Slot Attachment" + category = list( + RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_ATTACHMENT + RND_MICROFUSION_ATTACHMENT_UNDERBARREL, + ) + +/datum/design/microfusion/attachment/underbarrel/grip + name = "Microfusion Weapon Grip" + desc = "A grip. For microfusion weapon platforms, ostensibly." + id = "microfusion_gun_attachment_grip" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/grip + +/datum/design/microfusion/attachment/underbarrel/heatsink + name = "Phase Emitter Heatsink" + desc = "A heatsink attachment for your microfusion weapon. Massively increases cooling potential." + id = "microfusion_gun_attachment_heatsink" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/heatsink + +// BARREL MODS (there's a lot) + +/datum/design/microfusion/attachment/barrel + name = "Placeholder Microfusion Barrel Slot Attachment" + category = list( + RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_ATTACHMENT + RND_MICROFUSION_ATTACHMENT_BARREL, + ) + +/datum/design/microfusion/attachment/barrel/suppressor + name = "Suppressor Lens Attachment" + desc = "An experimental barrel attachment that dampens the soundwave of the emitter, suppressing the report. Does not make the lasers themselves more stealthy, as they are lasers." + id = "microfusion_gun_attachment_suppressor" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/barrel/suppressor + +/datum/design/microfusion/attachment/barrel/honk + name = "Bananium Phase Emitter \"Upgrade\"" + desc = "Makes your lasers into the greatest clowning tool ever made. HONK!" + id = "microfusion_gun_attachment_honk" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/bananium = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/barrel/honk + +/datum/design/microfusion/attachment/barrel/lance + name = "Lance Induction Carriage" + desc = "Turns the gun into a designated marksman rifle." + id = "microfusion_gun_attachment_lance" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/barrel/lance + +// EMITTER UPGRADES (they're still barrel upgrades, though) + +/datum/design/microfusion/attachment/barrel/scatter + name = "Diffuser Microfusion Lens Attachment" + desc = "Splits the microfusion laser beam entering the lens." + id = "microfusion_gun_attachment_scatter" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/barrel/scatter + +/datum/design/microfusion/attachment/barrel/scatter/max + name = "Crystalline Diffuser Microfusion Lens Attachment" + desc = "Splits the microfusion laser beam entering the lens even more." + id = "microfusion_gun_attachment_scattermax" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/barrel/scatter/max + +/datum/design/microfusion/attachment/barrel/superheat + name = "Superheating Phase Emitter Upgrade" + desc = "Superheats the beam, causing targets to ignite." + id = "microfusion_gun_attachment_superheat" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/barrel/superheat + +/datum/design/microfusion/attachment/barrel/hellfire + name = "Hellfire Phase Emitter Upgrade" + desc = "Overheats the beam, causing nastier wounds and higher damage." + id = "microfusion_gun_attachment_hellfire" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/barrel/hellfire + +/datum/design/microfusion/attachment/barrel/repeater + name = "Repeating Phase Emitter Upgrade" + desc = "Upgrades the central phase emitter to repeat twice." + id = "microfusion_gun_attachment_repeater" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/barrel/repeater + +/datum/design/microfusion/attachment/barrel/repeater/penetrator + name = "Focused Repeating Phase Emitter Upgrade" + desc = "Upgrades the central phase emitter to repeat twice and penetrate armor." + id = "microfusion_gun_attachment_penetrator" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/barrel/repeater/penetrator + +/datum/design/microfusion/attachment/barrel/xray + name = "Phase Inverter Emitter Array" + desc = "Experimental technology that inverts the central phase emitter causing the wave frequency to shift into X-rays that pierce solid objects. CAUTION: Phase emitter heats up very quickly." + id = "microfusion_gun_attachment_xray" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/uranium = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/barrel/xray + +// COSMETICS + +/datum/design/microfusion/attachment/unique + name = "Placeholder Microfusion Unique/Cosmetic Attachment" + category = list( + RND_CATEGORY_MICROFUSION_WEAPONS + RND_MICROFUSION_ATTACHMENT + RND_MICROFUSION_ATTACHMENT_UNIQUE, + ) + +/datum/design/microfusion/attachment/unique/rgb + name = "Phase Emitter Spectrograph" + desc = "An attachment hooked up to the phase emitter, allowing the user to adjust the color of the beam outputted. This has seen widespread use by various factions capable of getting their hands on microfusion weapons, whether as a calling card or simply for entertainment." + id = "microfusion_gun_attachment_rgb" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/rgb + +/datum/design/microfusion/attachment/unique/camo_black + name = "Black Camo Microfusion Frame" + desc = "A frame modification for the MCR-10, changing the color of the gun to black." + id = "microfusion_gun_attachment_black_camo" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/camo + +/datum/design/microfusion/attachment/unique/camo_nanotrasen + name = "Nanotrasen Camo Microfusion Frame" + desc = "A frame modification for the MCR-01, changing the color of the gun to blue." + id = "microfusion_gun_attachment_nt_camo" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/camo/nanotrasen + +/datum/design/microfusion/attachment/unique/camo_syndicate + name = "Blood Red Camo Microfusion Frame" + desc = "A frame modification for the MCR-01, changing the color of the gun to a slick blood red." + id = "microfusion_gun_attachment_syndi_camo" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/titanium = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/camo/syndicate + +/datum/design/microfusion/attachment/unique/camo_bananium + name = "Bananium Microfusion Frame" + desc = "A frame modification for the MCR-01, plating the gun in bananium." + id = "microfusion_gun_attachment_honk_camo" + materials = list( + /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, + /datum/material/bananium = HALF_SHEET_MATERIAL_AMOUNT, + ) + build_path = /obj/item/microfusion_gun_attachment/camo/honk diff --git a/monkestation/code/modules/microfusion/code/microfusion_energy_master.dm b/monkestation/code/modules/microfusion/code/microfusion_energy_master.dm new file mode 100644 index 000000000000..6d3b282672b3 --- /dev/null +++ b/monkestation/code/modules/microfusion/code/microfusion_energy_master.dm @@ -0,0 +1,768 @@ +#define DUALWIELD_PENALTY_EXTRA_MULTIPLIER 1.4 + +// Master file for cell loadable energy guns. PROCS ONLY YOU MONKEYS! +// This file is a copy/paste of _energy.dm with extensive modification. + +/obj/item/gun/microfusion + name = "prototype detatchable cell energy projection aparatus" + desc = "The coders have obviously failed to realise this is broken." + icon = 'monkestation/code/modules/microfusion/icons/microfusion_gun40x32.dmi' + icon_state = "mcr01" + inhand_icon_state = "mcr01" + lefthand_file = 'monkestation/code/modules/microfusion/icons/guns_lefthand.dmi' + righthand_file = 'monkestation/code/modules/microfusion/icons/guns_righthand.dmi' + can_bayonet = FALSE + weapon_weight = WEAPON_HEAVY + w_class = WEIGHT_CLASS_BULKY + obj_flags = UNIQUE_RENAME + ammo_x_offset = 2 + + /// What type of power cell this uses + var/obj/item/stock_parts/cell/microfusion/cell + /// The cell we will spawn with + var/cell_type = /obj/item/stock_parts/cell/microfusion + /// The cell type we check when inserting a cell + var/base_cell_type = /obj/item/stock_parts/cell/microfusion + /// If the weapon has custom icons for individual ammo types it can switch between. ie disabler beams, taser, laser/lethals, ect. + var/modifystate = FALSE + /// How many charge sections do we have? + var/charge_sections = 4 + /// if this gun uses a stateful charge bar for more detail + var/shaded_charge = FALSE + /// Should we give an overlay to empty guns? + var/display_empty = TRUE + /// whether the gun's cell drains the cyborg user's cell to recharge + var/dead_cell = FALSE + + // MICROFUSION SPECIFIC VARS + + /// The microfusion lens used for generating the beams. + var/obj/item/ammo_casing/energy/laser/microfusion/microfusion_lens + /// The sound played when you insert a cell. + var/sound_cell_insert = 'monkestation/code/modules/microfusion/sound/mag_insert.ogg' + /// Should the insertion sound played vary? + var/sound_cell_insert_vary = TRUE + /// The volume at which we will play the insertion sound. + var/sound_cell_insert_volume = 50 + /// The sound played when you remove a cell. + var/sound_cell_remove = 'monkestation/code/modules/microfusion/sound/mag_insert.ogg' + /// Should the removal sound played vary? + var/sound_cell_remove_vary = TRUE + /// The volume at which we will play the removal sound. + var/sound_cell_remove_volume = 50 + /// A list of attached upgrades + var/list/attachments = list() + /// The starting phase emitter in this weapon. + var/phase_emitter_type = /obj/item/microfusion_phase_emitter + /// The base emitter type that we check when putting a new emitter in. + var/base_phase_emitter_type = /obj/item/microfusion_phase_emitter + /// The phase emitter that this gun currently has. + var/obj/item/microfusion_phase_emitter/phase_emitter + /// The amount of heat produced per shot + var/heat_per_shot = 100 + /// The heat dissipation bonus granted by the weapon. + var/heat_dissipation_bonus = 0 + /// What slots does this gun have? + var/attachment_slots = list(GUN_SLOT_BARREL, GUN_SLOT_UNDERBARREL, GUN_SLOT_RAIL, GUN_SLOT_UNIQUE, GUN_SLOT_CAMO) + /// Our base firedelay. + var/base_fire_delay = 0 + /// Do we use more power because of attachments? + var/extra_power_usage = 0 + /// Spread from attachments. + var/attachment_spread = 0 + /// Recoil from attachments. + var/attachment_recoil = 0 + +/obj/item/gun/microfusion/emp_act(severity) + . = ..() + if(!(. & EMP_PROTECT_CONTENTS)) + cell.use(round(cell.charge / severity)) + chambered = null //we empty the chamber + recharge_newshot() //and try to charge a new shot + update_appearance() + +/obj/item/gun/microfusion/get_cell() + return cell + +/obj/item/gun/microfusion/Initialize(mapload) + . = ..() + if(cell_type) + cell = new cell_type(src) + else + cell = new(src) + cell.parent_gun = src + cell.chargerate = 300 + if(!dead_cell) + cell.give(cell.maxcharge) + if(phase_emitter_type) + phase_emitter = new phase_emitter_type(src) + else + phase_emitter = new(src) + phase_emitter.parent_gun = src + update_microfusion_lens() + recharge_newshot(TRUE) + AddElement(/datum/element/update_icon_updates_onmob) + update_appearance() +// AddComponent(/datum/component/ammo_hud) //monkestation removal, no ammo huds for us + RegisterSignal(src, COMSIG_ITEM_RECHARGED, PROC_REF(instant_recharge)) + base_fire_delay = fire_delay + START_PROCESSING(SSobj, src) + +//monkestation temp removal: we dont have gun safeties +///obj/item/gun/microfusion/give_gun_safeties() +// AddComponent(/datum/component/gun_safety) + +/obj/item/gun/microfusion/add_weapon_description() + AddElement(/datum/element/weapon_description, attached_proc = PROC_REF(add_notes_energy)) + +/obj/item/gun/microfusion/add_seclight_point() + return + +/obj/item/gun/microfusion/Destroy() + if(microfusion_lens) + QDEL_NULL(microfusion_lens) + if(cell) + cell.parent_gun = null + QDEL_NULL(cell) + if(attachments.len) + for(var/obj/item/iterating_item in attachments) + qdel(iterating_item) + attachments = null + if(phase_emitter) + QDEL_NULL(phase_emitter) + STOP_PROCESSING(SSobj, src) + return ..() + +/obj/item/gun/microfusion/Exited(atom/movable/gone, direction) + . = ..() + if(gone == cell) + cell = null + update_appearance() + else if(gone == phase_emitter) + phase_emitter = null + update_appearance() + +/obj/item/gun/microfusion/can_shoot() + return !QDELETED(cell) ? (cell.charge >= (microfusion_lens.e_cost + extra_power_usage)) : FALSE + +/obj/item/gun/microfusion/recharge_newshot() + if (!microfusion_lens || !cell || !phase_emitter) + return + chambered = microfusion_lens + if(!chambered.loaded_projectile) + chambered.newshot() + +/obj/item/gun/microfusion/handle_chamber() + if(chambered && !chambered.loaded_projectile && cell) //if loaded_projectile is null, i.e the shot has been fired... + var/obj/item/ammo_casing/energy/shot = chambered + cell.use(shot.e_cost + extra_power_usage)//... drain the cell + chambered = null //either way, released the prepared shot + recharge_newshot() //try to charge a new shot + +/obj/item/gun/microfusion/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0) + if(!chambered && can_shoot()) + process_chamber() // If the gun was drained and then recharged, load a new shot. + return ..() + +/obj/item/gun/microfusion/process(seconds_per_tick) + for(var/obj/item/microfusion_gun_attachment/attached as anything in attachments) + attached.process_attachment(src, seconds_per_tick) + +/obj/item/gun/microfusion/update_icon_state() + var/skip_inhand = initial(inhand_icon_state) //only build if we aren't using a preset inhand icon + var/skip_worn_icon = initial(worn_icon_state) //only build if we aren't using a preset worn icon + + if(skip_inhand && skip_worn_icon) //if we don't have either, don't do the math. + return ..() + + var/ratio = get_charge_ratio() + var/temp_icon_to_use = initial(icon_state) + if(modifystate) + temp_icon_to_use += "[microfusion_lens.select_name]" + + temp_icon_to_use += "[ratio]" + if(!skip_inhand) + inhand_icon_state = temp_icon_to_use + if(!skip_worn_icon) + worn_icon_state = temp_icon_to_use + return ..() + +/obj/item/gun/microfusion/update_overlays() + . = ..() +// SEND_SIGNAL(src, COMSIG_UPDATE_AMMO_HUD) //update the ammo hud since it's heavily dependent on the gun's state //monkestation removal: still no ammo huds + if(!phase_emitter) + . += "[icon_state]_phase_emitter_missing" + else if(phase_emitter.damaged) + . += "[icon_state]_phase_emitter_damaged" + else if(cell) + var/ratio = get_charge_ratio() + if(ratio == 0 && display_empty) + . += "[icon_state]_empty" + else if(shaded_charge) + . += "[icon_state]_charge[ratio]_[phase_emitter.icon_state]" + else + . += "[icon_state]_phase_emitter_missing" + + + for(var/obj/item/microfusion_gun_attachment/microfusion_gun_attachment in attachments) + . += "[icon_state]_[microfusion_gun_attachment.attachment_overlay_icon_state]" + + +/obj/item/gun/microfusion/ignition_effect(atom/to_ignite, mob/living/user) + if(!can_shoot() || !microfusion_lens) + shoot_with_empty_chamber() + . = "" + else + var/obj/projectile/energy/loaded_projectile = microfusion_lens.loaded_projectile + if(!loaded_projectile) + . = "" + else if(!loaded_projectile.damage || loaded_projectile.damage_type == STAMINA) + user.visible_message(span_danger("[user] tries to light [to_ignite.loc == user ? "[user.p_their()] [to_ignite.name]" : to_ignite] with [src], but it doesn't do anything. Dumbass.")) + playsound(user, microfusion_lens.fire_sound, 50, TRUE) + playsound(user, loaded_projectile.hitsound, 50, TRUE) + cell.use(microfusion_lens.e_cost + extra_power_usage) + . = "" + else if(loaded_projectile.damage_type != BURN) + user.visible_message(span_danger("[user] tries to light [to_ignite.loc == user ? "[user.p_their()] [to_ignite.name]" : to_ignite] with [src], but only succeeds in utterly destroying it. Dumbass.")) + playsound(user, microfusion_lens.fire_sound, 50, TRUE) + playsound(user, loaded_projectile.hitsound, 50, TRUE) + cell.use(microfusion_lens.e_cost + extra_power_usage) + qdel(to_ignite) + . = "" + else + playsound(user, microfusion_lens.fire_sound, 50, TRUE) + playsound(user, loaded_projectile.hitsound, 50, TRUE) + cell.use(microfusion_lens.e_cost + extra_power_usage) + . = span_danger("[user] casually lights [to_ignite.loc == user ? "[user.p_their()] [to_ignite.name]" : to_ignite] with [src]. Damn.") + +/obj/item/gun/microfusion/attackby(obj/item/attacking_item, mob/user, params) + . = ..() + if (.) + return + if(istype(attacking_item, base_cell_type)) + insert_cell(user, attacking_item) + if(istype(attacking_item, /obj/item/microfusion_gun_attachment)) + add_attachment(attacking_item, user) + if(istype(attacking_item, base_phase_emitter_type)) + insert_emitter(attacking_item, user) + +/obj/item/gun/microfusion/process_chamber(mob/living/user, empty_chamber, from_firing, chamber_next_round) + . = ..() + if(!cell?.stabilised && prob(40)) + do_sparks(2, FALSE, src) //Microfusion guns create sparks! + +/obj/item/gun/microfusion/attack_hand(mob/user, list/modifiers) + if(loc == user && user.is_holding(src) && cell) + eject_cell(user) + return + return ..() + +/obj/item/gun/microfusion/crowbar_act(mob/living/user, obj/item/tool) + if(!phase_emitter) + balloon_alert(user, "no phase emitter!") + return + playsound(src, 'sound/items/crowbar.ogg', 70, TRUE) + remove_emitter() + +/obj/item/gun/microfusion/AltClick(mob/user) + . = ..() + if(can_interact(user)) + var/obj/item/microfusion_gun_attachment/to_remove = input(user, "Please select what part you'd like to remove.", "Remove attachment") as null|obj in sort_names(attachments) + if(!to_remove) + return + remove_attachment(to_remove, user) + +/obj/item/gun/microfusion/proc/remove_all_attachments() + if(attachments.len) + for(var/obj/item/microfusion_gun_attachment/attachment in attachments) + attachment.remove_attachment(src) + attachment.forceMove(get_turf(src)) + attachments -= attachment + update_appearance() + +/obj/item/gun/microfusion/examine(mob/user) + . = ..() + if(attachments.len) + for(var/obj/item/microfusion_gun_attachment/microfusion_gun_attachment in attachments) + . += span_notice("It has a [microfusion_gun_attachment.name] installed.") + . += span_notice("Alt+click it to remove an upgrade.") + if(phase_emitter) + . += span_notice("It has a [phase_emitter.name] installed, at [phase_emitter.get_heat_percent()]% heat capacity.") + . += span_notice("The [phase_emitter.name] is at [phase_emitter.integrity]% integrity.") + . += span_notice("The [phase_emitter.name] will thermal throttle at [phase_emitter.throttle_percentage]% heat capacity.") + . += span_notice("Use a crowbar to remove the phase emitter.") + else + . += span_danger("It does not have a phase emitter installed!") + + if(cell) + . += span_notice("It has a [cell.name] installed, with a capacity of [cell.charge]/[cell.maxcharge] MF.") + +/obj/item/gun/microfusion/suicide_act(mob/living/user) + if (istype(user) && can_shoot() && can_trigger_gun(user) && user.get_bodypart(BODY_ZONE_HEAD)) + user.visible_message(span_suicide("[user] is putting the barrel of [src] in [user.p_their()] mouth. It looks like [user.p_theyre()] trying to commit suicide!")) + sleep(2.5 SECONDS) + if(user.is_holding(src)) + user.visible_message(span_suicide("[user] melts [user.p_their()] face off with [src]!")) + playsound(loc, fire_sound, 50, TRUE, -1) + cell.use(microfusion_lens.e_cost + extra_power_usage) + update_appearance() + return(FIRELOSS) + else + user.visible_message(span_suicide("[user] panics and starts choking to death!")) + return(OXYLOSS) + else + user.visible_message(span_suicide("[user] is pretending to melt [user.p_their()] face off with [src]! It looks like [user.p_theyre()] trying to commit suicide!")) + playsound(src, dry_fire_sound, 30, TRUE) + return (OXYLOSS) + +// To maintain modularity, I am moving this proc override here. +/obj/item/gun/microfusion/fire_gun(atom/target, mob/living/user, flag, params) + + // check to see if the emitter prevents us from firing before anything else + var/attempted_shot = process_emitter() + if(attempted_shot != SHOT_SUCCESS) + if(attempted_shot) + balloon_alert(user, attempted_shot) + return + + . = ..() + +// To maintain modularity, I am moving this proc override here. +/obj/item/gun/microfusion/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0) + var/base_bonus_spread = 0 +//monkestation removal: whatever it is, we dont have it +/* if(user) + var/list/bonus_spread_values = list(base_bonus_spread, bonus_spread) + SEND_SIGNAL(user, COMSIG_MOB_FIRED_GUN, src, target, params, zone_override, bonus_spread_values) + base_bonus_spread = bonus_spread_values[MIN_BONUS_SPREAD_INDEX] + bonus_spread = bonus_spread_values[MAX_BONUS_SPREAD_INDEX]*/ + + SEND_SIGNAL(src, COMSIG_GUN_FIRED, user, target, params, zone_override) + + add_fingerprint(user) + + if(semicd) + return + + //Vary by at least this much + var/randomized_bonus_spread = rand(base_bonus_spread, bonus_spread) + var/randomized_gun_spread = spread ? rand(0, spread) : 0 + var/total_random_spread = max(0, randomized_bonus_spread + randomized_gun_spread) + var/burst_spread_mult = rand() + + var/modified_delay = fire_delay + if(phase_emitter) + modified_delay = phase_emitter.fire_delay + if(user && HAS_TRAIT(user, TRAIT_DOUBLE_TAP)) + modified_delay = ROUND_UP(fire_delay * 0.5) + + if(burst_size > 1) + firing_burst = TRUE + for(var/i = 1 to burst_size) + addtimer(CALLBACK(src, PROC_REF(process_burst), user, target, message, params, zone_override, total_random_spread, burst_spread_mult, i), modified_delay * (i - 1)) + else + if(chambered) + if(HAS_TRAIT(user, TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal. + if(chambered.harmful) // Is the bullet chambered harmful? + balloon_alert(user, "lethally chambered!") + return + var/calculated_spread = round((rand(0, 1) - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * total_random_spread) + before_firing(target,user) + process_microfusion() + if(!chambered.fire_casing(target, user, params, , suppressed, zone_override, calculated_spread, src)) + shoot_with_empty_chamber(user) + return + else + if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot + shoot_live_shot(user, 1, target, message) + else + shoot_live_shot(user, 0, target, message) + else + shoot_with_empty_chamber(user) + return + process_chamber() + update_appearance() + semicd = TRUE + var/fire_delay_to_add = 0 + if(phase_emitter) + fire_delay_to_add = phase_emitter.fire_delay + addtimer(CALLBACK(src, PROC_REF(reset_semicd)), fire_delay + fire_delay_to_add) + + if(user) + user.update_held_items() + SSblackbox.record_feedback("tally", "gun_fired", 1, type) + +// SEND_SIGNAL(src, COMSIG_UPDATE_AMMO_HUD) //monkestation edit: no hud + + return TRUE + +// Same goes for this! +/obj/item/gun/microfusion/process_burst( + mob/living/user, + atom/target, + message = TRUE, + params = null, + zone_override = "", + random_spread = 0, + burst_spread_mult = 0, + iteration = 0, + ) + + if(!user || !firing_burst) + firing_burst = FALSE + return FALSE + if(!can_shoot()) + firing_burst = FALSE + return FALSE + if(!chambered) + process_chamber() // Ditto. + if(!issilicon(user)) + if(iteration > 1 && !(user.is_holding(src))) //for burst firing + firing_burst = FALSE + return FALSE + if(chambered?.loaded_projectile) + if(HAS_TRAIT(user, TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal. + if(chambered.harmful) // Is the bullet chambered harmful? + balloon_alert(user, "lethally chambered!") + return + var/calculated_spread + if(randomspread) + calculated_spread = round((rand(0, 1) - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (random_spread)) + else //Smart spread + calculated_spread = round((((burst_spread_mult/burst_size) * iteration) - (0.5 + (burst_spread_mult * 0.25))) * (random_spread)) + before_firing(target,user) + process_microfusion() + if(!chambered.fire_casing(target, user, params, ,suppressed, zone_override, calculated_spread, src)) + shoot_with_empty_chamber(user) + firing_burst = FALSE + return FALSE + else + if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot + shoot_live_shot(user, 1, target, message) + else + shoot_live_shot(user, 0, target, message) + if (iteration >= burst_size) + firing_burst = FALSE + else + shoot_with_empty_chamber(user) + firing_burst = FALSE + return FALSE + process_chamber() + update_appearance() +// SEND_SIGNAL(src, COMSIG_UPDATE_AMMO_HUD) //no hud + return TRUE + +/obj/item/gun/microfusion/shoot_live_shot(mob/living/user, pointblank, atom/pbtarget, message) + if(recoil) + shake_camera(user, recoil + 1, recoil) + + var/sound_freq_to_add = 0 + + if(phase_emitter && phase_emitter.sound_freq > 1) + sound_freq_to_add = phase_emitter.sound_freq + + if(suppressed) + playsound(user, suppressed_sound, suppressed_volume, vary_fire_sound, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, frequency = sound_freq_to_add, falloff_distance = 0) + else + playsound(user, fire_sound, fire_sound_volume, vary_fire_sound, frequency = sound_freq_to_add) + if(message) + if(pointblank) + user.visible_message(span_danger("[user] fires [src] point blank at [pbtarget]!"), \ + span_danger("You fire [src] point blank at [pbtarget]!"), \ + span_hear("You hear a gunshot!"), COMBAT_MESSAGE_RANGE, pbtarget) + to_chat(pbtarget, span_userdanger("[user] fires [src] point blank at you!")) + if(pb_knockback > 0 && ismob(pbtarget)) + var/mob/PBT = pbtarget + var/atom/throw_target = get_edge_target_turf(PBT, user.dir) + PBT.throw_at(throw_target, pb_knockback, 2) + else + user.visible_message(span_danger("[user] fires [src]!"), \ + span_danger("You fire [src]!"), \ + span_hear("You hear a gunshot!"), COMBAT_MESSAGE_RANGE) + if(user.resting) + user.Immobilize(20, TRUE) + + phase_emitter.add_heat(heat_per_shot) + + if(phase_emitter.current_heat > phase_emitter.max_heat) + if(ishuman(user)) + var/mob/living/carbon/human/human = user + var/obj/item/bodypart/affecting = human.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm") + if(affecting?.receive_damage( 0, 5 )) // 1 burn damage + to_chat(user, span_warning("[src] burns your hand, it's too hot!")) + +/obj/item/gun/microfusion/proc/process_microfusion() + if(attachments.len) + for(var/obj/item/microfusion_gun_attachment/attachment in attachments) + attachment.process_fire(src, chambered) + return TRUE + +/obj/item/gun/microfusion/proc/process_emitter() + if(!phase_emitter) + return SHOT_FAILURE_NO_EMITTER + var/phase_emitter_process = phase_emitter.check_emitter() + if(phase_emitter_process != SHOT_SUCCESS) + return phase_emitter_process + return SHOT_SUCCESS + +/obj/item/gun/microfusion/proc/instant_recharge() + SIGNAL_HANDLER + if(!cell) + return + cell.charge = cell.maxcharge + recharge_newshot() + update_appearance() + +///Used by update_icon_state() and update_overlays() +/obj/item/gun/microfusion/proc/get_charge_ratio() + return can_shoot() ? CEILING(clamp(cell.charge / cell.maxcharge, 0, 1) * charge_sections, 1) : 0 + // Sets the ratio to 0 if the gun doesn't have enough charge to fire, or if its power cell is removed. + +/** + * + * Outputs type-specific weapon stats for energy-based firearms based on its firing modes + * and the stats of those firing modes. Esoteric firing modes like ion are currently not supported + * but can be added easily + * + */ +/obj/item/gun/microfusion/proc/add_notes_energy() + var/list/readout = list() + // Make sure there is something to actually retrieve + if(!microfusion_lens) + return + var/obj/projectile/exam_proj + readout += "Our heroic interns have shown that one can theoretically stay standing after..." + exam_proj = initial(microfusion_lens?.projectile_type) + + if(!istype(exam_proj)) + return readout.Join("\n") + + if(exam_proj.damage > 0) // Don't divide by 0!!!!! + readout += "[span_warning("[HITS_TO_CRIT(exam_proj.damage * microfusion_lens.pellets)] shot\s")] on [span_warning("[microfusion_lens.select_name]")] mode before collapsing from [exam_proj.damage_type == STAMINA ? "immense pain" : "their wounds"]." + if(exam_proj.stamina > 0) // In case a projectile does damage AND stamina damage (Energy Crossbow) + readout += "[span_warning("[HITS_TO_CRIT(exam_proj.stamina * microfusion_lens.pellets)] shot\s")] on [span_warning("[microfusion_lens.select_name]")] mode before collapsing from immense pain." + else + readout += "a theoretically infinite number of shots on [span_warning("[microfusion_lens.select_name]")] mode." + + return readout.Join("\n") // Sending over the singular string, rather than the whole list + +/obj/item/gun/microfusion/proc/update_microfusion_lens() + if(!microfusion_lens) + microfusion_lens = new(src) + fire_sound = microfusion_lens.fire_sound + fire_sound_volume = microfusion_lens.fire_sound_volume + fire_delay = microfusion_lens.delay + +// Cell, emitter and upgrade interactions + +/obj/item/gun/microfusion/proc/remove_emitter(mob/user) + playsound(src, sound_cell_insert, 50, TRUE) + phase_emitter.forceMove(get_turf(src)) + if(user) + user.put_in_hands(phase_emitter) + balloon_alert(user, "removed phase emitter") + phase_emitter.parent_gun = null + phase_emitter = null + update_appearance() + +/obj/item/gun/microfusion/proc/insert_emitter(obj/item/microfusion_phase_emitter/inserting_phase_emitter, mob/living/user) + if(phase_emitter) + balloon_alert(user, "already one installed!") + return FALSE + balloon_alert(user, "inserted phase emitter") + playsound(src, sound_cell_remove, 50, TRUE) + inserting_phase_emitter.forceMove(src) + phase_emitter = inserting_phase_emitter + phase_emitter.parent_gun = src + update_appearance() + + +/// Try to insert the cell into the gun, if successful, return TRUE +/obj/item/gun/microfusion/proc/insert_cell(mob/user, obj/item/stock_parts/cell/microfusion/inserting_cell, display_message = TRUE) + var/hotswap = FALSE + if(cell) + hotswap = TRUE + var/obj/item/stock_parts/cell/old_cell = cell + if(inserting_cell.charge) + balloon_alert(user, "can't insert a charged cell!") + return FALSE + if(display_message) + balloon_alert(user, "cell inserted") + if(hotswap) + eject_cell(user, FALSE, FALSE) + if(sound_cell_insert) + playsound(src, sound_cell_insert, sound_cell_insert_volume, sound_cell_insert_vary) + cell = inserting_cell + inserting_cell.forceMove(src) + inserting_cell.inserted_into_weapon() + cell.parent_gun = src + if(old_cell) + user.put_in_hands(old_cell) + recharge_newshot() + update_appearance() + return TRUE + +/// Ejecting a cell. +/obj/item/gun/microfusion/proc/eject_cell(mob/user, display_message = TRUE, put_in_hands = TRUE) + var/obj/item/stock_parts/cell/microfusion/old_cell = cell + old_cell.forceMove(get_turf(src)) + old_cell.cell_removal_discharge() + if(user) + if(put_in_hands) + user.put_in_hands(old_cell) + if(display_message) + balloon_alert(user, "cell removed") + if(sound_cell_remove) + playsound(src, sound_cell_remove, sound_cell_remove_volume, sound_cell_remove_vary) + old_cell.update_appearance() + old_cell.parent_gun = null + cell = null + update_appearance() + +/// Attatching an upgrade. +/obj/item/gun/microfusion/proc/add_attachment(obj/item/microfusion_gun_attachment/microfusion_gun_attachment, mob/living/user) + if(is_type_in_list(microfusion_gun_attachment, attachments)) + balloon_alert(user, "already has one!") + return FALSE + if(!(microfusion_gun_attachment.slot in attachment_slots)) + balloon_alert(user, "can't install!") + return FALSE + for(var/obj/item/microfusion_gun_attachment/iterating_attachment in attachments) + if(is_type_in_list(microfusion_gun_attachment, iterating_attachment.incompatible_attachments)) + balloon_alert(user, "not compatible with [iterating_attachment]!") + return FALSE + if(iterating_attachment.slot != GUN_SLOT_UNIQUE && iterating_attachment.slot == microfusion_gun_attachment.slot) + balloon_alert(user, "slot full!") + return FALSE + attachments += microfusion_gun_attachment + microfusion_gun_attachment.forceMove(src) + microfusion_gun_attachment.run_attachment(src) + balloon_alert(user, "installed attachment") + playsound(src, 'sound/effects/structure_stress/pop2.ogg', 70, TRUE) + return TRUE + +/obj/item/gun/microfusion/proc/remove_attachment(obj/item/microfusion_gun_attachment/microfusion_gun_attachment, mob/living/user) + balloon_alert(user, "removed attachment") + playsound(src, 'sound/items/screwdriver.ogg', 70) + microfusion_gun_attachment.forceMove(get_turf(src)) + attachments -= microfusion_gun_attachment + microfusion_gun_attachment.remove_attachment(src) + user?.put_in_hands(microfusion_gun_attachment) + update_appearance() + +// UI CONTROL + +/obj/item/gun/microfusion/ui_interact(mob/user, datum/tgui/ui) + ui = SStgui.try_update_ui(user, src, ui) + if(!ui) + ui = new(user, src, "MicrofusionGunControl") + ui.open() + +/obj/item/gun/microfusion/ui_data(mob/user) + var/list/data = list() + + data["gun_name"] = name + data["gun_desc"] = desc + data["gun_heat_dissipation"] = heat_dissipation_bonus + + if(phase_emitter) + data["has_emitter"] = TRUE + data["phase_emitter_data"] = list( + "type" = capitalize(phase_emitter.name), + "integrity" = phase_emitter.integrity, + "current_heat" = phase_emitter.current_heat, + "throttle_percentage" = phase_emitter.throttle_percentage, + "heat_dissipation_per_tick" = phase_emitter.heat_dissipation_per_tick, + "max_heat" = phase_emitter.max_heat, + "damaged" = phase_emitter.damaged, + "hacked" = phase_emitter.hacked, + "heat_percent" = phase_emitter.get_heat_percent(), + "process_time" = phase_emitter.fire_delay, + "cooling_system" = phase_emitter.cooling_system, + "cooling_system_rate" = phase_emitter.cooling_system_rate, + ) + else + data["has_emitter"] = FALSE + + if(cell) + var/list/attachments = list() + for(var/obj/item/microfusion_cell_attachment/attachment in cell.attachments) + attachments += attachment.name + data["has_cell"] = TRUE + data["cell_data"] = list( + "type" = capitalize(cell.name), + "charge" = cell.charge, + "max_charge" = cell.maxcharge, + "status" = cell.meltdown, + "attachments" = attachments, + ) + else + data["has_cell"] = FALSE + + + + if(attachments.len) + data["has_attachments"] = TRUE + data["attachments"] = list() + for(var/obj/item/microfusion_gun_attachment/attachment in attachments) + var/list/attachment_functions = attachment.get_modify_data() + var/has_modifications = FALSE + if(attachment_functions?.len > 0) + has_modifications = TRUE + data["attachments"] += list(list( + "name" = uppertext(attachment.name), + "desc" = attachment.desc, + "slot" = capitalize(attachment.slot), + "information" = attachment.get_information_data(), + "has_modifications" = has_modifications, + "modify" = attachment_functions, + "ref" = REF(attachment), + )) + + else + data["has_attachments"] = FALSE + + return data + +/obj/item/gun/microfusion/ui_act(action, list/params) + . = ..() + if(.) + return + + switch(action) + if("eject_cell") + if(!cell) + return + eject_cell(usr) + if("overclock_emitter") + if(!phase_emitter) + return + if(!phase_emitter.hacked) + return + phase_emitter.set_overclock(usr) + if("eject_emitter") + if(!phase_emitter) + return + remove_emitter(usr) + if("remove_attachment") + var/obj/item/microfusion_gun_attachment/to_remove = locate(params["attachment_ref"]) in src + if(!to_remove) + return + remove_attachment(to_remove, usr) + if("modify_attachment") + var/obj/item/microfusion_gun_attachment/to_modify = locate(params["attachment_ref"]) in src + if(!to_modify) + return + to_modify.run_modify_data(params["modify_ref"], usr, src) + if("toggle_cooling_system") + if(!phase_emitter) + return + phase_emitter.toggle_cooling_system(usr) + +/// Recalculates the spread, based on attachment-provided values. +/obj/item/gun/microfusion/proc/recalculate_spread() + spread = max(0, attachment_spread) + +/// Recalculates the recoil, based on attachment-provided values. +/obj/item/gun/microfusion/proc/recalculate_recoil() + recoil = max(0, attachment_recoil) diff --git a/monkestation/code/modules/microfusion/code/microfusion_gun_attachments.dm b/monkestation/code/modules/microfusion/code/microfusion_gun_attachments.dm new file mode 100644 index 000000000000..b05c22747627 --- /dev/null +++ b/monkestation/code/modules/microfusion/code/microfusion_gun_attachments.dm @@ -0,0 +1,519 @@ +/** +*MICROFUSION GUN UPGRADE ATTACHMENTS +*For adding unique abilities to microfusion guns, these can directly interact with the gun! +*/ + +/obj/item/microfusion_gun_attachment + name = "microfusion gun attachment" + desc = "If you see this yell at a coder" + icon = 'monkestation/code/modules/microfusion/icons/microfusion_gun_attachments.dmi' + w_class = WEIGHT_CLASS_NORMAL + /// The attachment overlay icon state. + var/attachment_overlay_icon_state + /// Any incompatible upgrade types. + var/list/incompatible_attachments = list() + /// The added heat produced by having this module installed. + var/heat_addition = 0 + /// The slot this attachment is installed in. + var/slot = GUN_SLOT_UNIQUE + /// How much extra power do we use? + var/power_usage = 0 + /// Spread adjustment. Moved up to the base attachment type because of barrel mods and grips being in separate slots. + var/spread_adjust + /// Recoil adjustment. Also moved up to base attachment because of barrel mods and grips being in separate slots. + var/recoil_adjust + +/obj/item/microfusion_gun_attachment/examine(mob/user) + . = ..() + . += "Compatible slot: [slot]." + +/obj/item/microfusion_gun_attachment/proc/run_attachment(obj/item/gun/microfusion/microfusion_gun) + SHOULD_CALL_PARENT(TRUE) + microfusion_gun.heat_per_shot += heat_addition + microfusion_gun.update_appearance() + microfusion_gun.extra_power_usage += power_usage + microfusion_gun.chambered?.refresh_shot() + if(spread_adjust) + microfusion_gun.attachment_spread += spread_adjust + microfusion_gun.recalculate_spread() + if(recoil_adjust) + microfusion_gun.attachment_recoil += recoil_adjust + microfusion_gun.recalculate_recoil() + return + +/obj/item/microfusion_gun_attachment/proc/process_attachment(obj/item/gun/microfusion/microfusion_gun, seconds_per_tick) + return + +//Firing the gun right before we let go of it, tis is called. +/obj/item/microfusion_gun_attachment/proc/process_fire(obj/item/gun/microfusion/microfusion_gun, obj/item/ammo_casing/chambered) + return + +/obj/item/microfusion_gun_attachment/proc/remove_attachment(obj/item/gun/microfusion/microfusion_gun) + SHOULD_CALL_PARENT(TRUE) + microfusion_gun.heat_per_shot -= heat_addition + microfusion_gun.update_appearance() + microfusion_gun.extra_power_usage -= power_usage + microfusion_gun.chambered?.refresh_shot() + if(spread_adjust) + microfusion_gun.attachment_spread -= spread_adjust + microfusion_gun.recalculate_spread() + if(recoil_adjust) + microfusion_gun.attachment_recoil -= recoil_adjust + microfusion_gun.recalculate_recoil() + return + +/* +Returns a list of modifications of this attachment, it must return a list within a list list(list()). +All of the following must be returned. +list(list("title" = "Toggle [toggle ? "OFF" : "ON"]", "icon" = "power-off", "color" = "blue" "reference" = "toggle_on_off")) +title - The title of the modification button +icon - The icon of the modification button +color - The color of the modification button +reference - The reference of the modification button, this is used to call the proc when the run modify data proc is called. +*/ +/obj/item/microfusion_gun_attachment/proc/get_modify_data() + return + +/obj/item/microfusion_gun_attachment/proc/run_modify_data(params, mob/living/user, obj/item/gun/microfusion/microfusion_gun) + return + +/obj/item/microfusion_gun_attachment/proc/get_information_data() + return + +// base type for the barrel mods because i got Really Tired of re-re-redefined variables +/obj/item/microfusion_gun_attachment/barrel + slot = GUN_SLOT_BARREL + /// If this isn't null, we're replacing our next loaded projectile with this type. + var/projectile_override + /// If this isn't null, on attachment, this becomes the new fire sound. + var/new_fire_sound + /// If this isn't null or zero, adds this fire delay to the gun. + var/delay_to_add + /// If this isn't null or zero, adds this burst to the gun's burst size. + var/burst_to_add + +/obj/item/microfusion_gun_attachment/barrel/process_fire(obj/item/gun/microfusion/microfusion_gun, obj/item/ammo_casing/chambered) + . = ..() + if(projectile_override) + chambered.loaded_projectile = new projectile_override + +/obj/item/microfusion_gun_attachment/barrel/run_attachment(obj/item/gun/microfusion/microfusion_gun) + . = ..() + if(new_fire_sound) + microfusion_gun.fire_sound = new_fire_sound + if(delay_to_add) + microfusion_gun.fire_delay += delay_to_add + if(burst_to_add) + microfusion_gun.burst_size += burst_to_add + +/obj/item/microfusion_gun_attachment/barrel/remove_attachment(obj/item/gun/microfusion/microfusion_gun) + . = ..() + if(new_fire_sound) + microfusion_gun.fire_sound = microfusion_gun.chambered?.fire_sound + if(delay_to_add) + microfusion_gun.fire_delay -= delay_to_add + if(burst_to_add) + microfusion_gun.burst_size -= burst_to_add + +/* +SCATTER ATTACHMENT + +Turns the gun into a shotgun. +*/ +/obj/item/microfusion_gun_attachment/barrel/scatter + name = "diffuser microfusion lens upgrade" + desc = "A diffusing lens system capable of splitting one beam into three." + icon_state = "attachment_scatter" + attachment_overlay_icon_state = "attachment_scatter" + slot = GUN_SLOT_BARREL + projectile_override = /obj/projectile/beam/laser/microfusion/scatter + /// How many pellets are we going to add to the existing amount on the gun? + var/pellets_to_add = 2 + /// The variation in pellet scatter. + var/variance_to_add = 20 + +/obj/item/microfusion_gun_attachment/barrel/scatter/run_attachment(obj/item/gun/microfusion/microfusion_gun) + . = ..() + microfusion_gun.microfusion_lens.pellets += pellets_to_add + microfusion_gun.microfusion_lens.variance += variance_to_add + +/obj/item/microfusion_gun_attachment/barrel/scatter/process_fire(obj/item/gun/microfusion/microfusion_gun, obj/item/ammo_casing/chambered) + . = ..() + chambered.loaded_projectile?.damage = chambered.loaded_projectile.damage / chambered.pellets + +/obj/item/microfusion_gun_attachment/barrel/scatter/remove_attachment(obj/item/gun/microfusion/microfusion_gun) + . = ..() + microfusion_gun.microfusion_lens.pellets -= pellets_to_add + microfusion_gun.microfusion_lens.variance -= variance_to_add + +/* +CRYSTALLINE SCATTER ATTACHMENT + +An overclocked shotgun. +*/ + +/obj/item/microfusion_gun_attachment/barrel/scatter/max + name = "crystalline diffuser microfusion lens upgrade" + desc = "An experimental diffusing lens system capable of splitting one beam into seven. However, it imparts recoil and causes an increased power draw." + icon_state = "attachment_scattermax" + attachment_overlay_icon_state = "attachment_scattermax" + slot = GUN_SLOT_BARREL + pellets_to_add = 6 + variance_to_add = 25 + recoil_adjust = 1 + spread_adjust = 15 + projectile_override = /obj/projectile/beam/laser/microfusion/scatter/max + power_usage = 20 + +/* +SUPERHEAT ATTACHMENT + +Lasers set the target on fire. +*/ + +/obj/item/microfusion_gun_attachment/barrel/superheat + name = "superheating phase emitter upgrade" + desc = "A barrel attachment hooked to the phase emitter, this adjusts the beam's wavelength to carry an intense wave of heat; causing targets to ignite." + icon_state = "attachment_superheat" + attachment_overlay_icon_state = "attachment_superheat" + heat_addition = 90 + slot = GUN_SLOT_BARREL + projectile_override = /obj/projectile/beam/laser/microfusion/superheated + new_fire_sound = 'monkestation/code/modules/microfusion/sound/vaporize.ogg' + +/* +HELLFIRE ATTACHMENT + +Makes the gun shoot hellfire lasers. +*/ +/obj/item/microfusion_gun_attachment/barrel/hellfire + name = "hellfire emitter upgrade" + desc = "A barrel attachment hooked to the phase emitter, this adjusts the beam's wavelength to carry an extra wave of heat; causing nastier wounds and more damage." + icon_state = "attachment_hellfire" + attachment_overlay_icon_state = "attachment_hellfire" + heat_addition = 50 + power_usage = 20 + slot = GUN_SLOT_BARREL + projectile_override = /obj/projectile/beam/laser/microfusion/hellfire + new_fire_sound = 'monkestation/code/modules/microfusion/sound/melt.ogg' + +/* +REPEATER ATTACHMENT + +The gun can fire volleys of shots. +*/ +/obj/item/microfusion_gun_attachment/barrel/repeater + name = "repeating phase emitter upgrade" + desc = "This barrel attachment upgrades the central phase emitter to fire off two beams in quick succession. While offering an increased rate of fire, the heat output and recoil rises too." + icon_state = "attachment_repeater" + attachment_overlay_icon_state = "attachment_repeater" + heat_addition = 40 + slot = GUN_SLOT_BARREL + spread_adjust = 15 + recoil_adjust = 1 + burst_to_add = 1 + delay_to_add = 5 + projectile_override = /obj/projectile/beam/laser/microfusion/repeater + +/* +FOCUSED REPEATER ATTACHMENT + +The gun can fire volleys of shots that penetrate armor. +*/ + +/obj/item/microfusion_gun_attachment/barrel/repeater/penetrator + name = "focused repeating phase emitter upgrade" + desc = "A focused variant of the repeating phase controller. It allows the lasers to penetrate armor however this results in higher power usage." + icon_state = "attachment_penetrator" + attachment_overlay_icon_state = "attachment_penetrator" + power_usage = 20 + slot = GUN_SLOT_BARREL + projectile_override = /obj/projectile/beam/laser/microfusion/penetrator + power_usage = 80 // A price to pay to penetrate through armor + +/* +X-RAY ATTACHMENT + +The gun can fire X-RAY shots. +*/ +/obj/item/microfusion_gun_attachment/barrel/xray + name = "quantum phase inverter array" //Yes quantum makes things sound cooler. + desc = "An experimental barrel attachment that modifies the central phase emitter, causing the wave frequency to shift into X-ray. \ + Capable of penetrating both glass and solid matter with ease; though, unlike a more traditional x-ray laser gun, \ + the bolts don't carry a greater effect against armor, due to going through the target and doing more minimal internal damage. \ + These attachments are power-hungry and overheat easily, though engineers have deemed the costs necessary drawbacks." + icon_state = "attachment_xray" + slot = GUN_SLOT_BARREL + attachment_overlay_icon_state = "attachment_xray" + heat_addition = 90 + power_usage = 50 + new_fire_sound = 'monkestation/code/modules/microfusion/sound/incinerate.ogg' + projectile_override = /obj/projectile/beam/laser/microfusion/xray + +/obj/item/microfusion_gun_attachment/barrel/xray/examine(mob/user) + . = ..() + . += span_warning("CAUTION: Phase emitter heats up extremely quickly, sustained fire not recommended!") + +/* +SUPPRESSOR ATTACHMENT + +Makes operators operate operatingly. +*/ + +/obj/item/microfusion_gun_attachment/barrel/suppressor + name = "laser suppressor" // sure it makes no sense but its cool + desc = "An experimental barrel attachment that dampens the soundwave of the emitter, making the laser shots far more stealthy. Best paired with black camo." + icon_state = "attachment_suppressor" + slot = GUN_SLOT_BARREL + attachment_overlay_icon_state = "attachment_suppressor" + +/obj/item/microfusion_gun_attachment/barrel/suppressor/run_attachment(obj/item/gun/microfusion/microfusion_gun) + . = ..() + microfusion_gun.suppressed = TRUE + +/obj/item/microfusion_gun_attachment/barrel/suppressor/remove_attachment(obj/item/gun/microfusion/microfusion_gun) + . = ..() + microfusion_gun.suppressed = null + +/* +BIKEHORN ATTACHMENT + +HONK!! Does subpar stamina damage but slips people. +*/ + +/obj/item/microfusion_gun_attachment/barrel/honk + name = "bananium phase emitter upgrade" + desc = "An honksperimental barrel attachment that makes your lasers funnier." + icon_state = "attachment_honk" + attachment_overlay_icon_state = "attachment_honk" + delay_to_add = 2 SECONDS + new_fire_sound = 'sound/items/bikehorn.ogg' + projectile_override = /obj/projectile/beam/laser/microfusion/honk + +/obj/item/microfusion_gun_attachment/barrel/honk/examine(mob/user) + . = ..() + . += span_warning("CAUTION: The gun you are about to handle is extremely funny!") + +/* +LANCE ATTACHMENT + +The gun fires fast heavy lasers but takes a long time to fire. +*/ +/obj/item/microfusion_gun_attachment/barrel/lance + name = "lance induction carriage" + desc = "A modification kit that turns the MCR into a designated marksman rifle. Fired beams boast greater firepower and speed, \ + but the enhanced throughput is very draining on the cell, as well as generating an extreme amount of heat. \ + Users are advised to make their shots count." + icon = 'icons/obj/weapons/improvised.dmi' + icon_state = "kitsuitcase" + incompatible_attachments = list(/obj/item/microfusion_gun_attachment/camo, /obj/item/microfusion_gun_attachment/camo/nanotrasen, /obj/item/microfusion_gun_attachment/camo/honk) + attachment_overlay_icon_state = "attachment_lance" + heat_addition = 150 + power_usage = 100 + delay_to_add = 2.5 SECONDS + new_fire_sound = 'sound/weapons/lasercannonfire.ogg' + projectile_override = /obj/projectile/beam/laser/microfusion/lance + +/obj/item/microfusion_gun_attachment/barrel/lance/examine(mob/user) + . = ..() + . += span_warning("CAUTION: Phase emitter heats up extremely quickly!") + +/* +PULSE ATTACHMENT + +The gun can fire PULSE shots. +*/ +/obj/item/microfusion_gun_attachment/barrel/pulse + name = "pulse induction carriage" + desc = "A cutting-edge bluespace capacitor array and distributing lens overhaul produced in laboratories by Nanotrasen scientists that allow microfusion rifles to fire military-grade pulse rounds. Comes equipped with cyclic cooling to ensure maximum combat efficiency, a munitions counter, and an extra-secure drop cage for the power source. May shorten trigger lifetime." + icon_state = "attachment_pulse" + attachment_overlay_icon_state = "attachment_pulse" + heat_addition = 150 + power_usage = 50 + projectile_override = /obj/projectile/beam/pulse + burst_to_add = 2 + delay_to_add = 2 + +/obj/item/microfusion_gun_attachment/barrel/pulse/examine(mob/user) + . = ..() + . += span_warning("CAUTION: Phase emitter heats up extremely quickly, sustained fire not recommended!") + +/* +GRIP ATTACHMENT + +Greatly reduces recoil and spread. +*/ +/obj/item/microfusion_gun_attachment/grip + name = "grip attachment" + desc = "A simple grip that increases accuracy." + icon_state = "attachment_grip" + attachment_overlay_icon_state = "attachment_grip" + slot = GUN_SLOT_UNDERBARREL + spread_adjust = -10 + recoil_adjust = -1 + +/* +HEATSINK ATTACHMENT + +"Greatly increases the phase emitter cooling rate." +*/ +/obj/item/microfusion_gun_attachment/heatsink + name = "phase emitter heatsink" + desc = "Greatly increases the phase emitter cooling rate." + icon_state = "attachment_heatsink" + attachment_overlay_icon_state = "attachment_heatsink" + slot = GUN_SLOT_UNDERBARREL + /// Cooling bonus. + var/cooling_rate_increase = 50 + +/obj/item/microfusion_gun_attachment/heatsink/run_attachment(obj/item/gun/microfusion/microfusion_gun) + . = ..() + microfusion_gun.heat_dissipation_bonus += cooling_rate_increase + +/obj/item/microfusion_gun_attachment/heatsink/remove_attachment(obj/item/gun/microfusion/microfusion_gun) + . = ..() + microfusion_gun.heat_dissipation_bonus -= cooling_rate_increase + +/* +RGB ATTACHMENT + +Enables you to change the light color of the laser. +*/ +/obj/item/microfusion_gun_attachment/rgb + name = "phase emitter spectrograph" + desc = "An attachment hooked up to the phase emitter, allowing the user to adjust the color of the beam outputted. This has seen widespread use by various factions capable of getting their hands on microfusion weapons, whether as a calling card or simply for entertainment." + icon_state = "attachment_rgb" + attachment_overlay_icon_state = "attachment_rgb" + /// What color are we changing the sprite to? + var/color_to_apply = COLOR_MOSTLY_PURE_RED + +/obj/item/microfusion_gun_attachment/rgb/process_fire(obj/item/gun/microfusion/microfusion_gun, obj/item/ammo_casing/chambered) + . = ..() + chambered?.loaded_projectile.icon_state = "laser_greyscale" + chambered?.loaded_projectile.color = color_to_apply + chambered?.loaded_projectile.light_color = color_to_apply + +/obj/item/microfusion_gun_attachment/rgb/proc/select_color(mob/living/user) + var/new_color = input(user, "Please select your new projectile color", "Laser color", color_to_apply) as null|color + + if(!new_color) + return + + color_to_apply = new_color + +/obj/item/microfusion_gun_attachment/rgb/attack_self(mob/user, modifiers) + . = ..() + select_color(user) + +/obj/item/microfusion_gun_attachment/rgb/get_modify_data() + return list(list("title" = "Change Color", "icon" = "wrench", "reference" = "color", "color" = "blue")) + +/obj/item/microfusion_gun_attachment/rgb/run_modify_data(params, mob/living/user) + if(params == "color") + select_color(user) + +/* +RAIL ATTACHMENT + +Allows for flashlights bayonets and adds 1 slot to equipment. +*/ +/obj/item/microfusion_gun_attachment/rail + name = "gun rail attachment" + desc = "A simple set of rails that attaches to weapon hardpoints. Allows for 3 more attachment slots and the instillation of a flashlight or bayonet." + icon_state = "attachment_rail" + attachment_overlay_icon_state = "attachment_rail" + slot = GUN_SLOT_RAIL + +/obj/item/microfusion_gun_attachment/rail/run_attachment(obj/item/gun/microfusion/microfusion_gun) + . = ..() + microfusion_gun.AddComponent(/datum/component/seclite_attachable, \ + light_overlay_icon = 'monkestation/code/modules/microfusion/icons/microfusion_gun40x32.dmi', \ + light_overlay = "flight") + microfusion_gun.can_bayonet = TRUE + +/obj/item/microfusion_gun_attachment/rail/remove_attachment(obj/item/gun/microfusion/microfusion_gun) + . = ..() + var/component_to_delete = microfusion_gun.GetComponent(/datum/component/seclite_attachable) + if(component_to_delete) + qdel(component_to_delete) + microfusion_gun.can_bayonet = initial(microfusion_gun.can_bayonet) + if(microfusion_gun.bayonet) + microfusion_gun.bayonet.forceMove(get_turf(microfusion_gun)) + microfusion_gun.bayonet = null + microfusion_gun.update_appearance() + microfusion_gun.remove_all_attachments() + +/* +SCOPE ATTACHMENT + +Allows for a scope to be attached to the gun. +*/ + +/obj/item/microfusion_gun_attachment/scope + name = "scope attachment" + desc = "A simple telescopic scope, allowing for long-ranged use of the weapon. However, these do not provide any night vision." + icon_state = "attachment_scope" + attachment_overlay_icon_state = "attachment_scope" + slot = GUN_SLOT_RAIL + +/obj/item/microfusion_gun_attachment/scope/run_attachment(obj/item/gun/microfusion/microfusion_gun) + . = ..() + if(microfusion_gun.GetComponent(/datum/component/scope)) + return + microfusion_gun.AddComponent(/datum/component/scope, range_modifier = 1.5) + +/obj/item/microfusion_gun_attachment/scope/remove_attachment(obj/item/gun/microfusion/microfusion_gun) + . = ..() + var/datum/component_datum = microfusion_gun.GetComponent(/datum/component/scope) + if(component_datum) + qdel(component_datum) + +/* +BLACK CAMO ATTACHMENT + +Allows for a black camo to be applied to the gun. +All tactical, all the time. +*/ + +/obj/item/microfusion_gun_attachment/camo + name = "black camo microfusion frame" + desc = "A frame modification for the MCR-01, changing the color of the gun to black." + slot = GUN_SLOT_CAMO + icon_state = "attachment_black" + attachment_overlay_icon_state = "attachment_black" + +/* +HONK CAMO ATTACHMENT + +Allows for a clown camo to be applied to the gun. +HONK!! +*/ +/obj/item/microfusion_gun_attachment/camo/honk + name = "bananium microfusion frame" + desc = "A frame modification for the MCR-01, plating the gun in bananium." + icon_state = "attachment_honk_camo" + attachment_overlay_icon_state = "attachment_honk_camo" + +/* +SYNDIE CAMO ATTACHMENT + +Allows for a blood red camo to be applied to the gun. +Totally not property of a hostile corporation. +*/ +/obj/item/microfusion_gun_attachment/camo/syndicate + name = "blood red camo microfusion frame" + desc = "A frame modification for the MCR-01, changing the color of the gun to a slick blood red." + icon_state = "attachment_syndi_camo" + attachment_overlay_icon_state = "attachment_syndi_camo" + +/* +NANOTRASEN CAMO ATTACHMENT + +Allows for an official blue camo to be applied to the gun. +Hail Nanotrasen. +*/ +/obj/item/microfusion_gun_attachment/camo/nanotrasen + name = "\improper Nanotrasen brand microfusion frame" + desc = "A frame modification for the MCR-01, changing the color of the gun to blue." + icon_state = "attachment_nt_camo" + attachment_overlay_icon_state = "attachment_nt_camo" diff --git a/monkestation/code/modules/microfusion/code/microfusion_techweb.dm b/monkestation/code/modules/microfusion/code/microfusion_techweb.dm new file mode 100644 index 000000000000..5dada3ab88ee --- /dev/null +++ b/monkestation/code/modules/microfusion/code/microfusion_techweb.dm @@ -0,0 +1,120 @@ +/datum/techweb_node/basic_microfusion + id = "basic_microfusion" + starting_node = TRUE + display_name = "Basic Microfusion Technology" + description = "Basic microfusion technology allowing for basic microfusion designs." + design_ids = list( + "basic_microfusion_cell", + ) + +//Enhanced microfusion +/datum/techweb_node/enhanced_microfusion + id = "enhanced_microfusion" + display_name = "Enhanced Microfusion Technology" + description = "Enhanced microfusion technology allowing for upgraded basic microfusion!" + prereq_ids = list( + "basic_microfusion", + "engineering", + "weaponry", + "high_efficiency", + ) + design_ids = list( + "enhanced_microfusion_cell", + "enhanced_microfusion_phase_emitter", + "microfusion_gun_attachment_black_camo", + "microfusion_gun_attachment_nt_camo", + "microfusion_gun_attachment_heatsink", + ) + research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 3500) + +//Advanced microfusion +/datum/techweb_node/advanced_microfusion + id = "advanced_microfusion" + display_name = "Advanced Microfusion Technology" + description = "Advanced microfusion technology allowing for advanced microfusion!" + prereq_ids = list( + "enhanced_microfusion", + "adv_engi", + "adv_weaponry", + "adv_power", + "adv_plasma", + ) + design_ids = list( + "advanced_microfusion_cell", + "microfusion_cell_attachment_overcapacity", + "microfusion_cell_attachment_stabiliser", + "microfusion_gun_attachment_scatter", + "microfusion_gun_attachment_hellfire", + "advanced_microfusion_phase_emitter", + "microfusion_gun_attachment_lance", + "microfusion_gun_attachment_grip", + "microfusion_gun_attachment_rail", + "microfusion_gun_attachment_scope", + ) + research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 5000) + + +// Bluespace microfusion +/datum/techweb_node/bluespace_microfusion + id = "bluespace_microfusion" + display_name = "Bluespace Microfusion Technology" + description = "Bluespace tinkering plus microfusion technology!" + prereq_ids = list( + "advanced_microfusion", + "bluespace_power", + "beam_weapons", + "explosive_weapons", + ) + design_ids = list( + "bluespace_microfusion_cell", + "microfusion_gun_attachment_repeater", + "bluespace_microfusion_phase_emitter", + ) + research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 10000) + +// Quantum microfusion +/datum/techweb_node/quantum_microfusion + id = "quantum_microfusion" + display_name = "Quantum Microfusion Technology" + description = "Bleeding edge microfusion tech, making use of the latest in materials and components, bluespace or otherwise." + prereq_ids = list( + "bluespace_microfusion", + "alientech", + ) + design_ids = list( + "microfusion_gun_attachment_xray", + ) + research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 15000) + +// Warcrime microfusion +/datum/techweb_node/illegal_microfusion + id = "illegal_microfusion" + display_name = "Illegal Microfusion Technology" + description = "Microfusion tech that has previously been banned by SolFed. I love the smell of plasma in the mornings." + prereq_ids = list( + "advanced_microfusion", + "syndicate_basic", + ) + design_ids = list( + "microfusion_gun_attachment_superheat", + "microfusion_gun_attachment_scattermax", + "microfusion_gun_attachment_penetrator", + "microfusion_gun_attachment_syndi_camo", + "microfusion_gun_attachment_suppressor", + ) + research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 5000) + +// clown microfusion. | This exists to not make this non modular +/datum/techweb_node/clown_microfusion + id = "clown_microfusion" + display_name = "Honkicron Clownery Systems Technology" + description = "Microfusion tech that is proprietary tech of Honkicron Clownery Systems. HONK!!" + prereq_ids = list( + "basic_microfusion", + "clown", + ) + design_ids = list( + "microfusion_gun_attachment_honk", + "microfusion_gun_attachment_honk_camo", + ) + research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 500) //Its normally supposed to be in clown tech so diff --git a/monkestation/code/modules/microfusion/code/phase_emitter.dm b/monkestation/code/modules/microfusion/code/phase_emitter.dm new file mode 100644 index 000000000000..365bed35ddc5 --- /dev/null +++ b/monkestation/code/modules/microfusion/code/phase_emitter.dm @@ -0,0 +1,214 @@ +/* +* PHASE EMITTERS +*/ + +/* +* Basically the heart of the gun, can be upgraded. +*/ +/obj/item/microfusion_phase_emitter + name = "basic microfusion phase emitter" + desc = "A first-generation phase emitter, this is the core of the weapon and the source of the beam." + icon = 'monkestation/code/modules/microfusion/icons/microfusion_gun_attachments.dmi' + icon_state = "phase_emitter" + base_icon_state = "phase_emitter" + w_class = WEIGHT_CLASS_NORMAL + /// Max heat before it breaks + var/max_heat = 2000 + /// Current heat level + var/current_heat = 0 + /// Thermal throttle percentage + var/throttle_percentage = 80 + /// How much heat it dissipates passively + var/heat_dissipation_per_tick = 30 + /// Active cooling system + var/cooling_system = FALSE + /// How quickly does the active cooling system cool - 1/1 ratio of cell charge to cooling point + var/cooling_system_rate = 30 + /// What is our dynamic integrity? + var/integrity = 100 + /// Are we fucked? + var/damaged = FALSE + /// Hard ref to the gun. + var/obj/item/gun/microfusion/parent_gun + /// Are we "hacked" thus allowing overclocking? + var/hacked = FALSE + /// The fire delay this emitter adds to the gun. + var/fire_delay = 0 + /// The sound playback speed, used for overheating sound effects on fire. + var/sound_freq = 0 + + +/obj/item/microfusion_phase_emitter/Initialize(mapload) + . = ..() + START_PROCESSING(SSobj, src) + +/obj/item/microfusion_phase_emitter/Destroy() + parent_gun = null + return ..() + +/obj/item/microfusion_phase_emitter/process(seconds_per_tick) + if(current_heat == 0) + return + var/calculated_heat_dissipation_per_tick = heat_dissipation_per_tick + if(isspaceturf(get_turf(src))) + calculated_heat_dissipation_per_tick += PHASE_HEAT_DISSIPATION_BONUS_SPACE // Passive cooling in space boost! + if(parent_gun) + calculated_heat_dissipation_per_tick += parent_gun.heat_dissipation_bonus + else + calculated_heat_dissipation_per_tick += PHASE_HEAT_DISSIPATION_BONUS_AIR //We get some passive cooling from being out of the gun. + if(cooling_system && parent_gun && parent_gun.cell && parent_gun.cell.use(cooling_system_rate)) + calculated_heat_dissipation_per_tick += cooling_system_rate + + current_heat = clamp(current_heat - (calculated_heat_dissipation_per_tick * seconds_per_tick) * 0.5, 0, INFINITY) + if(current_heat > max_heat) + integrity = integrity - current_heat / 1000 * seconds_per_tick * 0.5 + + process_fire_delay_and_sound() + + if(integrity <= 0) + kill() + update_appearance() + parent_gun?.update_appearance() + +/obj/item/microfusion_phase_emitter/proc/toggle_cooling_system(mob/user) + if(!parent_gun) + return + if(!cooling_system && !parent_gun.cell) + if(user) + to_chat(user, span_warning("You need a cell to turn on the cooling system.")) + return + + if(cooling_system) + cooling_system = FALSE + else + cooling_system = TRUE + + if(user) + to_chat(user, span_notice("You toggle the cooling system [cooling_system ? "ON" : "OFF"].")) + +/obj/item/microfusion_phase_emitter/multitool_act(mob/living/user, obj/item/tool) + if(hacked) + to_chat(user, span_warning("[src] is already unlocked!")) + return + to_chat(user, span_notice("You begin to override the thermal overclock safety...")) + if(do_after(user, 5 SECONDS, src)) + hacked = TRUE + to_chat(user, span_notice("You override the thermal overclock safety.")) + +/obj/item/microfusion_phase_emitter/proc/set_overclock(mob/living/user) + if(!hacked) + return + var/new_throttle = clamp(input(user, "Please input a new thermal throttle percentage(0-300):", "Phase Emitter Overclock") as null|num, 1, 300) + + to_chat(user, span_notice("Thermal throttle percent set to: [new_throttle].")) + + if(new_throttle > 100) + to_chat(user, span_danger("WARNING: You have input a throttle percentage of more than 100, this may cause emitter damage.")) + + throttle_percentage = new_throttle + +/obj/item/microfusion_phase_emitter/update_icon_state() + . = ..() + + if(damaged) + icon_state = "[base_icon_state]_damaged" + else + switch(get_heat_percent()) + if(40 to 69) + icon_state = "[base_icon_state]_hot" + if(70 to INFINITY) + icon_state = "[base_icon_state]_critical" + else + icon_state = base_icon_state + +/obj/item/microfusion_phase_emitter/proc/process_fire_delay_and_sound() + var/fire_delay_to_add = 0 + if(integrity < 100) + fire_delay_to_add = fire_delay_to_add + (100 - integrity) / 10 + + if(current_heat > max_heat) + fire_delay_to_add = fire_delay_to_add + (current_heat - max_heat) / 100 //Holy shit this emitter is tanking + + fire_delay = round(fire_delay_to_add, 1.45) + +/obj/item/microfusion_phase_emitter/proc/get_heat_icon_state() + switch(get_heat_percent()) + if(40 to 69) + return "hot" + if(70 to INFINITY) + return "critical" + else + return "normal" + +/obj/item/microfusion_phase_emitter/examine(mob/user) + . = ..() + if(damaged) + . += span_danger("It is damaged beyond repair.") + else + . += span_notice("It has a thermal rating of: [max_heat] C") + . += span_notice("It dissipates heat at: [heat_dissipation_per_tick] C") + . += span_notice("Heat capacity: [get_heat_percent()]%") + . += span_notice("Integrity: [integrity]%") + . += span_notice("Thermal throttle: [throttle_percentage]%") + . += span_notice("Cooling system: [cooling_system ? "enabled, cooling at [cooling_system_rate] C/s" : "disabled"].") + +/obj/item/microfusion_phase_emitter/proc/get_heat_percent() + return round(current_heat / max_heat * 100) + +/obj/item/microfusion_phase_emitter/proc/check_emitter() + if(damaged) + return PHASE_FAILURE_DAMAGED + if(get_heat_percent() >= throttle_percentage) + return PHASE_FAILURE_THROTTLE + return SHOT_SUCCESS + +/obj/item/microfusion_phase_emitter/proc/add_heat(heat_to_add) + current_heat += heat_to_add + update_appearance() + +/obj/item/microfusion_phase_emitter/proc/kill() + damaged = TRUE + name = "damaged [name]" + playsound(src, 'monkestation/code/modules/microfusion/sound/overheat.ogg', 70) + say("ERROR: Integrity failure!") + STOP_PROCESSING(SSobj, src) + +/obj/item/microfusion_phase_emitter/enhanced + name = "enhanced microfusion phase emitter" + desc = "A second-generation phase emitter, this one is made of more robust materials which allow for a higher capacity for heat, a faster dissipation and cooling of it, and more capacity for thermal throttling." + max_heat = 2500 + throttle_percentage = 85 + heat_dissipation_per_tick = 40 + cooling_system_rate = 40 + integrity = 120 + color = "#ffffcc" + +/obj/item/microfusion_phase_emitter/advanced + name = "advanced microfusion phase emitter" + desc = "A third-generation phase emitter, boasting a high capacity for heat, greater dissipation and cooling, and is built using higher-grade materials for more durability." + max_heat = 3000 + throttle_percentage = 90 + heat_dissipation_per_tick = 50 + cooling_system_rate = 50 + integrity = 150 + color = "#99ffcc" + +/obj/item/microfusion_phase_emitter/bluespace + name = "bluespace microfusion phase emitter" + desc = "A fourth-generation phase emitter, utilizing a bluespace medium to store and manage heat, allowing for much cooler temperatures than realspace would allow. This is made of nothing but the latest materials, leading to the highest durability of any phase emitter on the market." + max_heat = 3500 + throttle_percentage = 95 + heat_dissipation_per_tick = 60 + cooling_system_rate = 60 + integrity = 200 + color = "#66ccff" + +/obj/item/microfusion_phase_emitter/nanocarbon + name = "nanocarbon microfusion phase emitter" + desc = "An experimental phase emitter, made of nanocarbon, which is the most durable material on the market. It is capable of storing and managing heat, and is capable of cooling at a much higher rate than the other phase emitters." + max_heat = 15000 + throttle_percentage = 95 + heat_dissipation_per_tick = 130 + cooling_system_rate = 60 + integrity = 500 + color = "#6966ff" diff --git a/monkestation/code/modules/microfusion/code/projectiles.dm b/monkestation/code/modules/microfusion/code/projectiles.dm new file mode 100644 index 000000000000..81aaa7cdf1de --- /dev/null +++ b/monkestation/code/modules/microfusion/code/projectiles.dm @@ -0,0 +1,101 @@ +/obj/item/ammo_casing + ///What volume should the sound play at? + var/fire_sound_volume = 50 + +/obj/item/ammo_casing/energy/laser/microfusion + name = "microfusion energy lens" + projectile_type = /obj/projectile/beam/laser/microfusion + e_cost = 100 //LASER_SHOTS(10, STANDARD_CELL_CHARGE) // 10 shots with a normal cell. //monkestation edit, replaced to simply be 100(still 10 shots I think) + select_name = "laser" + fire_sound = 'monkestation/code/modules/microfusion/sound/laser_1.ogg' + fire_sound_volume = 100 + +/obj/item/ammo_casing/proc/refresh_shot() + loaded_projectile = new projectile_type(src, src) + +/obj/projectile/beam/laser/microfusion + name = "microfusion laser" + icon = 'monkestation/code/modules/microfusion/icons/projectiles.dmi' + damage = 25 + +/obj/projectile/beam/microfusion_disabler + name = "microfusion disabler laser" + icon = 'monkestation/code/modules/microfusion/icons/projectiles.dmi' + icon_state = "disabler" + damage = 41 + damage_type = STAMINA + armor_flag = ENERGY + hitsound = 'sound/weapons/tap.ogg' + eyeblur = 0 + impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser + light_color = LIGHT_COLOR_BLUE + tracer_type = /obj/effect/projectile/tracer/disabler + muzzle_type = /obj/effect/projectile/muzzle/disabler + impact_type = /obj/effect/projectile/impact/disabler + +/obj/projectile/beam/laser/microfusion/superheated + name = "superheated microfusion laser" + icon_state = "laser_greyscale" + damage = 20 //Trading damage for fire stacks + color = LIGHT_COLOR_FIRE + light_color = LIGHT_COLOR_FIRE + +/obj/projectile/beam/laser/microfusion/superheated/on_hit(atom/target, blocked = 0, pierce_hit) + . = ..() + if(isliving(target)) + var/mob/living/living = target + living.adjust_fire_stacks(2) + living.ignite_mob() + +/obj/projectile/beam/laser/microfusion/hellfire + name = "hellfire microfusion laser" + icon_state = "laser_greyscale" + wound_bonus = 0 + damage = 20 // You are trading damage for a significant wound bonus and speed increase + speed = 0.6 + color = LIGHT_COLOR_FLARE + light_color = LIGHT_COLOR_FLARE + +/obj/projectile/beam/laser/microfusion/scatter + name = "scatter microfusion laser" + +/obj/projectile/beam/laser/microfusion/scatter/max + name = "scatter microfusion laser" + +/obj/projectile/beam/laser/microfusion/repeater + damage = 12.5 + +/obj/projectile/beam/laser/microfusion/penetrator + name = "focused microfusion laser" + damage = 20 + armour_penetration = 50 + +/obj/projectile/beam/laser/microfusion/lance + name = "lance microfusion laser" + damage = 50 // We're turning the gun into a heavylaser + tracer_type = /obj/effect/projectile/tracer/heavy_laser + muzzle_type = /obj/effect/projectile/muzzle/heavy_laser + impact_type = /obj/effect/projectile/impact/heavy_laser + speed = 0.4 + +/obj/projectile/beam/laser/microfusion/xray + name = "x-ray microfusion laser" + icon_state = "laser_greyscale" + color = COLOR_GREEN + light_color = COLOR_GREEN + projectile_piercing = PASSCLOSEDTURF|PASSGRILLE|PASSGLASS + +/obj/projectile/beam/laser/microfusion/honk + name = "funny microfusion laser" + icon_state = "laser_greyscale" + color = COLOR_VIVID_YELLOW + light_color = COLOR_VIVID_YELLOW + damage_type = STAMINA + damage = 25 + armor_flag = ENERGY + hitsound = 'sound/misc/slip.ogg' + impact_type = /obj/effect/projectile/impact/disabler + +/obj/projectile/beam/laser/microfusion/honk/Initialize(mapload) + . = ..() + AddComponent(/datum/component/slippery, 20) diff --git a/monkestation/code/modules/microfusion/icons/guns_lefthand.dmi b/monkestation/code/modules/microfusion/icons/guns_lefthand.dmi new file mode 100644 index 000000000000..6690df96ac0b Binary files /dev/null and b/monkestation/code/modules/microfusion/icons/guns_lefthand.dmi differ diff --git a/monkestation/code/modules/microfusion/icons/guns_righthand.dmi b/monkestation/code/modules/microfusion/icons/guns_righthand.dmi new file mode 100644 index 000000000000..47f36b05d48d Binary files /dev/null and b/monkestation/code/modules/microfusion/icons/guns_righthand.dmi differ diff --git a/monkestation/code/modules/microfusion/icons/microfusion_cells.dmi b/monkestation/code/modules/microfusion/icons/microfusion_cells.dmi new file mode 100644 index 000000000000..10d19a08544d Binary files /dev/null and b/monkestation/code/modules/microfusion/icons/microfusion_cells.dmi differ diff --git a/monkestation/code/modules/microfusion/icons/microfusion_gun40x32.dmi b/monkestation/code/modules/microfusion/icons/microfusion_gun40x32.dmi new file mode 100644 index 000000000000..792aa8327d19 Binary files /dev/null and b/monkestation/code/modules/microfusion/icons/microfusion_gun40x32.dmi differ diff --git a/monkestation/code/modules/microfusion/icons/microfusion_gun_attachments.dmi b/monkestation/code/modules/microfusion/icons/microfusion_gun_attachments.dmi new file mode 100644 index 000000000000..82ea78ddeb1c Binary files /dev/null and b/monkestation/code/modules/microfusion/icons/microfusion_gun_attachments.dmi differ diff --git a/monkestation/code/modules/microfusion/icons/projectiles.dmi b/monkestation/code/modules/microfusion/icons/projectiles.dmi new file mode 100644 index 000000000000..c3ee49a1e79c Binary files /dev/null and b/monkestation/code/modules/microfusion/icons/projectiles.dmi differ diff --git a/monkestation/code/modules/microfusion/sound/burn.ogg b/monkestation/code/modules/microfusion/sound/burn.ogg new file mode 100644 index 000000000000..ea37d14ccc12 Binary files /dev/null and b/monkestation/code/modules/microfusion/sound/burn.ogg differ diff --git a/monkestation/code/modules/microfusion/sound/incinerate.ogg b/monkestation/code/modules/microfusion/sound/incinerate.ogg new file mode 100644 index 000000000000..38f7846d7abc Binary files /dev/null and b/monkestation/code/modules/microfusion/sound/incinerate.ogg differ diff --git a/monkestation/code/modules/microfusion/sound/laser_1.ogg b/monkestation/code/modules/microfusion/sound/laser_1.ogg new file mode 100644 index 000000000000..285f74416d93 Binary files /dev/null and b/monkestation/code/modules/microfusion/sound/laser_1.ogg differ diff --git a/monkestation/code/modules/microfusion/sound/mag_insert.ogg b/monkestation/code/modules/microfusion/sound/mag_insert.ogg new file mode 100644 index 000000000000..53460ebf14dd Binary files /dev/null and b/monkestation/code/modules/microfusion/sound/mag_insert.ogg differ diff --git a/monkestation/code/modules/microfusion/sound/melt.ogg b/monkestation/code/modules/microfusion/sound/melt.ogg new file mode 100644 index 000000000000..45a847ad35f8 Binary files /dev/null and b/monkestation/code/modules/microfusion/sound/melt.ogg differ diff --git a/monkestation/code/modules/microfusion/sound/overheat.ogg b/monkestation/code/modules/microfusion/sound/overheat.ogg new file mode 100644 index 000000000000..3585471bf9b9 Binary files /dev/null and b/monkestation/code/modules/microfusion/sound/overheat.ogg differ diff --git a/monkestation/code/modules/microfusion/sound/vaporize.ogg b/monkestation/code/modules/microfusion/sound/vaporize.ogg new file mode 100644 index 000000000000..0ba308579733 Binary files /dev/null and b/monkestation/code/modules/microfusion/sound/vaporize.ogg differ diff --git a/monkestation/code/modules/random_rooms/bars/icebox_bar_modules.dm b/monkestation/code/modules/random_rooms/bars/icebox_bar_modules.dm index 9861e6e1214e..5d77399a3b08 100644 --- a/monkestation/code/modules/random_rooms/bars/icebox_bar_modules.dm +++ b/monkestation/code/modules/random_rooms/bars/icebox_bar_modules.dm @@ -23,7 +23,7 @@ icon = 'icons/obj/abductor.dmi' icon_state = "tile_abductor" inhand_icon_state = "tile-abductor" - mats_per_unit = list(/datum/material/iron = MINERAL_MATERIAL_AMOUNT*0.25) + mats_per_unit = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*0.25) turf_type = /turf/open/floor/mineral/fake_abductor mineralType = "iron" merge_type = /obj/item/stack/tile/mineral/abductor diff --git a/tgstation.dme b/tgstation.dme index c90bdd664d90..af3372df68df 100644 --- a/tgstation.dme +++ b/tgstation.dme @@ -401,6 +401,7 @@ #include "code\__DEFINES\~monkestation\maps.dm" #include "code\__DEFINES\~monkestation\market.dm" #include "code\__DEFINES\~monkestation\mecha.dm" +#include "code\__DEFINES\~monkestation\microfusion.dm" #include "code\__DEFINES\~monkestation\misc.dm" #include "code\__DEFINES\~monkestation\mobs.dm" #include "code\__DEFINES\~monkestation\particles.dm" @@ -6293,6 +6294,16 @@ #include "monkestation\code\modules\mentor\mentor_who.dm" #include "monkestation\code\modules\metrics\metric_subsystem.dm" #include "monkestation\code\modules\metrics\subsystem_analytics\generics.dm" +#include "monkestation\code\modules\microfusion\code\cargo_stuff.dm" +#include "monkestation\code\modules\microfusion\code\gun_types.dm" +#include "monkestation\code\modules\microfusion\code\microfusion_cell.dm" +#include "monkestation\code\modules\microfusion\code\microfusion_cell_attachments.dm" +#include "monkestation\code\modules\microfusion\code\microfusion_designs.dm" +#include "monkestation\code\modules\microfusion\code\microfusion_energy_master.dm" +#include "monkestation\code\modules\microfusion\code\microfusion_gun_attachments.dm" +#include "monkestation\code\modules\microfusion\code\microfusion_techweb.dm" +#include "monkestation\code\modules\microfusion\code\phase_emitter.dm" +#include "monkestation\code\modules\microfusion\code\projectiles.dm" #include "monkestation\code\modules\mob\mob.dm" #include "monkestation\code\modules\mob\mob_defines.dm" #include "monkestation\code\modules\mob\dead\new_player\new_player.dm" diff --git a/tgui/packages/tgui/interfaces/MicrofusionGunControl.js b/tgui/packages/tgui/interfaces/MicrofusionGunControl.js new file mode 100644 index 000000000000..caa9c1d03b9c --- /dev/null +++ b/tgui/packages/tgui/interfaces/MicrofusionGunControl.js @@ -0,0 +1,285 @@ +import { toFixed } from 'common/math'; +import { useBackend } from '../backend'; +import { NoticeBox, Section, Stack, Button, LabeledList, ProgressBar } from '../components'; +import { Window } from '../layouts'; + +export const MicrofusionGunControl = (props, context) => { + const { act, data } = useBackend(context); + const { cell_data } = data; + const { phase_emitter_data } = data; + const { + gun_name, + gun_desc, + gun_heat_dissipation, + has_cell, + has_emitter, + has_attachments, + attachments = [], + } = data; + return ( + + + + +
+ + {gun_name} + + {gun_desc} + + + {gun_heat_dissipation + ' C/s'} + + +
+
+ +
act('eject_cell')} + /> + }> + {has_cell ? ( + + + {cell_data.type} + + + {cell_data.status ? 'ERROR' : 'Nominal'} + + + + {cell_data.charge + '/' + cell_data.max_charge + 'MF'} + + + {!!cell_data.charge <= 0 && ( + +
+ Charge depleted! +
+
+ )} +
+ ) : ( + No cell installed! + )} +
+
+ +
act('eject_emitter')} + /> + }> + {has_emitter ? ( + phase_emitter_data.damaged ? ( + Phase emitter is damaged! + ) : ( + + + {phase_emitter_data.type} + + + + {toFixed(phase_emitter_data.current_heat) + + ' C' + + ' (' + + phase_emitter_data.heat_percent + + '%)'} + + + + {phase_emitter_data.max_heat + ' C'} + + + {phase_emitter_data.throttle_percentage + '% '} +
+
+ +
+ {has_attachments ? ( + attachments.map((attachment, index) => ( +
+ act('remove_attachment', { + attachment_ref: attachment.ref, + }) + } + /> + }> + + + {attachment.desc} + + + {attachment.slot} + + {attachment.information && ( + + {attachment.information} + + )} + {!!attachment.has_modifications && + attachment.modify.map((mod, index) => ( + + act('modify_attachment', { + attachment_ref: attachment.ref, + modify_ref: mod.reference, + }) + } + /> + } + /> + ))} + +
+ )) + ) : ( + No attachments installed! + )} +
+
+
+
+
+ ); +}; diff --git a/tools/silo_grapher/silo_graph_script.py b/tools/silo_grapher/silo_graph_script.py new file mode 100644 index 000000000000..8b09ed836b66 --- /dev/null +++ b/tools/silo_grapher/silo_graph_script.py @@ -0,0 +1,127 @@ +# Silo graphing tool by ArcaneMusic. +# This tool is designed to parse the Silo's logs and graph the total quantity of each material over time. Silo logs can be obtained from https://tgstation13.org/parsed-logs/ +# Useful utility for determining the amount of materials used in a round, and how much of each material is left at the end of the round. +# To run, throw silo.json files into the logs folder one level down, then run this python script. +# Remember to install imports if you don't have them already. (pip install matplotlib) +# Terminal will hold numerical averages of every round +# Lastly throw on show_json_figures to True if you want to see all the graphs for each individual round log you have saved. + +import json +import os +import matplotlib.pyplot as plt + +show_json_figures = False # Set to True to show all JSON-specific figures at the end + +materials = { + "iron": {"total": 0, "spent": 0, "obtained": 0}, + "glass": {"total": 0, "spent": 0, "obtained": 0}, + "silver": {"total": 0, "spent": 0, "obtained": 0}, + "gold": {"total": 0, "spent": 0, "obtained": 0}, + "uranium": {"total": 0, "spent": 0, "obtained": 0}, + "titanium": {"total": 0, "spent": 0, "obtained": 0}, + "bluespace crystal": {"total": 0, "spent": 0, "obtained": 0}, + "diamond": {"total": 0, "spent": 0, "obtained": 0}, + "plasma": {"total": 0, "spent": 0, "obtained": 0}, + "bananium": {"total": 0, "spent": 0, "obtained": 0}, + "plastic": {"total": 0, "spent": 0, "obtained": 0}, +} + +grand_total = { + "iron": {"grand_total": 0, "grand_spent": 0, "grand_obtained": 0}, + "glass": {"grand_total": 0, "grand_spent": 0, "grand_obtained": 0}, + "silver": {"grand_total": 0, "grand_spent": 0, "grand_obtained": 0}, + "gold": {"grand_total": 0, "grand_spent": 0, "grand_obtained": 0}, + "uranium": {"grand_total": 0, "grand_spent": 0, "grand_obtained": 0}, + "titanium": {"grand_total": 0, "grand_spent": 0, "grand_obtained": 0}, + "bluespace crystal": {"grand_total": 0, "grand_spent": 0, "grand_obtained": 0}, + "diamond": {"grand_total": 0, "grand_spent": 0, "grand_obtained": 0}, + "plasma": {"grand_total": 0, "grand_spent": 0, "grand_obtained": 0}, + "bananium": {"grand_total": 0, "grand_spent": 0, "grand_obtained": 0}, + "plastic": {"grand_total": 0, "grand_spent": 0, "grand_obtained": 0}, +} + +log_folder = "logs" +total_files = 0 +first_time_value = None +first_time_setup = True + +for filename in os.listdir(log_folder): + with open(os.path.join(log_folder, filename), "r") as file: + total_files += 1 + time = {} + y = {} + + for material in materials: + time[material] = [] + y[material] = [] + + for line in file: + try: + log = json.loads(line) + raw_materials = log.get("data", {}).get("raw_materials", "") + if first_time_setup: + first_time_value = log["timestamp"] + first_time_setup = False + if not raw_materials: + continue + + for raw_material in raw_materials.split(", "): + quantity, material = raw_material.split(" ", 1) + if quantity.startswith("-"): + materials[material]["spent"] += int(quantity[1:]) + materials[material]["total"] -= int(quantity[1:]) + else: + materials[material]["obtained"] += int(quantity[1:]) + materials[material]["total"] += int(quantity[1:]) + time[material].append((int(log["timestamp"]) - int(first_time_value)) / 10) + y[material].append(int(materials[material]["total"])) + + except Exception as e: + print(f"Failed to parse line: {line}") + print(f"Error: {e}") + + for material, values in materials.items(): + total = values["total"] + spent = values["spent"] + obtained = values["obtained"] + grand_total[material]["grand_total"] += values["total"] + grand_total[material]["grand_spent"] += values["spent"] + grand_total[material]["grand_obtained"] += values["obtained"] + + for material in materials: + materials[material]["total"] = 0 + materials[material]["spent"] = 0 + materials[material]["obtained"] = 0 + first_time_setup = True + + if show_json_figures: + fig, ax = plt.subplots() + for material in materials: + ax.plot(time[material], y[material], label=material) + + ax.set_xlabel("Time") + ax.set_ylabel("Total Quantity") + ax.set_title(f"Material Quantity Changes - {filename}") + ax.legend() + +fig, ax = plt.subplots() +for material in materials: + ax.plot(time[material], y[material], label=material) + +ax.set_xlabel("Time") +ax.set_ylabel("Total Quantity") +ax.set_title("Overall Material Quantity Changes") +ax.legend() +plt.show() + +for material, values in grand_total.items(): + if values["grand_obtained"] != 0: + grand_total[material]["grand_spent_percentage"] = values["grand_spent"] / values["grand_obtained"] * 100 + else: + grand_total[material]["grand_spent_percentage"] = 0 + +print("Grand totals:") +for material, values in grand_total.items(): + print( + f"{material} total: {values['grand_total']} | spent total: {values['grand_spent']} | obtained total: {values['grand_obtained']} | percentage spent: {values['grand_spent_percentage']:.2f}%" + )