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kiwistation/code/datums/materials/basemats.dm
T
TemporalOroboros cab4313b29 Adds Alloy Materials (#53623)
Adds and implements alloy materials

Takes several materials that were mostly fluff and converts them into actual usable materials.
Messes with material code a bit to make alloys recycle back into their component materials.
Adds the alloy materials to their in-game stacks.

Materials added:
    Plasteel
    Plastitanium
    Plasmaglass
    Titaniumglass
    Plastitanium Glass
    Alien Alloy

Makes plasteel/plastitanium/plasmaglass and the rest able to have separate properties from their component materials. It doesn't make much sense that the materials used to seal off the supermatter chamber from the rest of the station would be prone to exploding when heated.

Allows for further expansion of materials, possibly including actual functional metallurgy and smelting at some point in the very distant future.

(Lemons note: Adds a regeneration component, used for alien alloy)
2020-10-09 12:23:40 -07:00

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///Has no special properties.
/datum/material/iron
name = "iron"
desc = "Common iron ore often found in sedimentary and igneous layers of the crust."
color = "#878687"
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/metal
value_per_unit = 0.0025
/datum/material/iron/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
return TRUE
///Breaks extremely easily but is transparent.
/datum/material/glass
name = "glass"
desc = "Glass forged by melting sand."
color = "#88cdf1"
alpha = 150
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
integrity_modifier = 0.1
sheet_type = /obj/item/stack/sheet/glass
shard_type = /obj/item/shard
value_per_unit = 0.0025
beauty_modifier = 0.05
armor_modifiers = list(MELEE = 0.2, BULLET = 0.2, LASER = 0, ENERGY = 1, BOMB = 0, BIO = 0.2, RAD = 0.2, FIRE = 1, ACID = 0.2)
/datum/material/glass/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5, sharpness = TRUE) //cronch
return TRUE
/*
Color matrices are like regular colors but unlike with normal colors, you can go over 255 on a channel.
Unless you know what you're doing, only use the first three numbers. They're in RGB order.
*/
///Has no special properties. Could be good against vampires in the future perhaps.
/datum/material/silver
name = "silver"
desc = "Silver"
color = list(255/255, 284/255, 302/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/silver
value_per_unit = 0.025
beauty_modifier = 0.075
/datum/material/silver/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
return TRUE
///Slight force increase
/datum/material/gold
name = "gold"
desc = "Gold"
color = list(340/255, 240/255, 50/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //gold is shiny, but not as bright as bananium
strength_modifier = 1.2
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/gold
value_per_unit = 0.0625
beauty_modifier = 0.15
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, RAD = 1, FIRE = 0.7, ACID = 1.1)
/datum/material/gold/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
return TRUE
///Has no special properties
/datum/material/diamond
name = "diamond"
desc = "Highly pressurized carbon"
color = list(48/255, 272/255, 301/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/diamond
alpha = 132
value_per_unit = 0.25
beauty_modifier = 0.3
armor_modifiers = list(MELEE = 1.3, BULLET = 1.3, LASER = 0.6, ENERGY = 1, BOMB = 1.2, BIO = 1, RAD = 1, FIRE = 1, ACID = 1)
/datum/material/diamond/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
return TRUE
///Is slightly radioactive
/datum/material/uranium
name = "uranium"
desc = "Uranium"
color = rgb(48, 237, 26)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/uranium
value_per_unit = 0.05
beauty_modifier = 0.3 //It shines so beautiful
armor_modifiers = list(MELEE = 1.5, BULLET = 1.4, LASER = 0.5, ENERGY = 0.5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 1, ACID = 1)
/datum/material/uranium/on_applied(atom/source, amount, material_flags)
. = ..()
source.AddComponent(/datum/component/radioactive, amount / 50, source, 0) //half-life of 0 because we keep on going. amount / 50 means 40 radiation per sheet.
/datum/material/uranium/on_removed(atom/source, amount, material_flags)
. = ..()
qdel(source.GetComponent(/datum/component/radioactive))
/datum/material/uranium/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.reagents.add_reagent(/datum/reagent/uranium, rand(4, 6))
S?.reagents?.add_reagent(/datum/reagent/uranium, S.reagents.total_volume*(2/5))
return TRUE
///Adds firestacks on hit (Still needs support to turn into gas on destruction)
/datum/material/plasma
name = "plasma"
desc = "Isn't plasma a state of matter? Oh whatever."
color = list(298/255, 46/255, 352/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/plasma
shard_type = /obj/item/shard/plasma
value_per_unit = 0.1
beauty_modifier = 0.15
armor_modifiers = list(MELEE = 1.4, BULLET = 0.7, LASER = 0, ENERGY = 1.2, BOMB = 0, BIO = 1.2, RAD = 1, FIRE = 0, ACID = 0.5)
/datum/material/plasma/on_applied(atom/source, amount, material_flags)
. = ..()
if(ismovable(source))
source.AddElement(/datum/element/firestacker, amount=1)
source.AddComponent(/datum/component/explodable, 0, 0, amount / 2500, amount / 1250)
/datum/material/plasma/on_removed(atom/source, amount, material_flags)
. = ..()
source.RemoveElement(/datum/element/firestacker, amount=1)
qdel(source.GetComponent(/datum/component/explodable))
/datum/material/plasma/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.reagents.add_reagent(/datum/reagent/toxin/plasma, rand(6, 8))
S?.reagents?.add_reagent(/datum/reagent/toxin/plasma, S.reagents.total_volume*(2/5))
return TRUE
///Can cause bluespace effects on use. (Teleportation) (Not yet implemented)
/datum/material/bluespace
name = "bluespace crystal"
desc = "Crystals with bluespace properties"
color = list(119/255, 217/255, 396/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
alpha = 200
categories = list(MAT_CATEGORY_ORE = TRUE)
beauty_modifier = 0.5
sheet_type = /obj/item/stack/sheet/bluespace_crystal
value_per_unit = 0.15
/datum/material/bluespace/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.reagents.add_reagent(/datum/reagent/bluespace, rand(5, 8))
S?.reagents?.add_reagent(/datum/reagent/bluespace, S.reagents.total_volume*(2/5))
return TRUE
///Honks and slips
/datum/material/bananium
name = "bananium"
desc = "Material with hilarious properties"
color = list(460/255, 464/255, 0, 0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //obnoxiously bright yellow
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/bananium
value_per_unit = 0.5
beauty_modifier = 0.5
armor_modifiers = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 100, BIO = 0, RAD = 0, FIRE = 10, ACID = 0) //Clowns cant be blown away.
/datum/material/bananium/on_applied(atom/source, amount, material_flags)
. = ..()
source.AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50)
source.AddComponent(/datum/component/slippery, min(amount / 10, 80))
/datum/material/bananium/on_removed(atom/source, amount, material_flags)
. = ..()
qdel(source.GetComponent(/datum/component/slippery))
qdel(source.GetComponent(/datum/component/squeak))
/datum/material/bananium/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.reagents.add_reagent(/datum/reagent/consumable/banana, rand(8, 12))
S?.reagents?.add_reagent(/datum/reagent/consumable/banana, S.reagents.total_volume*(2/5))
return TRUE
///Mediocre force increase
/datum/material/titanium
name = "titanium"
desc = "Titanium"
color = "#b3c0c7"
strength_modifier = 1.3
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/titanium
value_per_unit = 0.0625
beauty_modifier = 0.05
armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 1.25, BIO = 1, RAD = 1, FIRE = 0.7, ACID = 1)
/datum/material/titanium/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
return TRUE
/datum/material/runite
name = "runite"
desc = "Runite"
color = "#3F9995"
strength_modifier = 1.3
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/runite
value_per_unit = 0.3
beauty_modifier = 0.5
armor_modifiers = list(MELEE = 1.35, BULLET = 2, LASER = 0.5, ENERGY = 1.25, BOMB = 1.25, BIO = 1, RAD = 1, FIRE = 1.4, ACID = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
/datum/material/runite/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = 10)
return TRUE
///Force decrease
/datum/material/plastic
name = "plastic"
desc = "Plastic"
color = "#caccd9"
strength_modifier = 0.85
sheet_type = /obj/item/stack/sheet/plastic
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
value_per_unit = 0.0125
beauty_modifier = -0.01
armor_modifiers = list(MELEE = 1.5, BULLET = 1.1, LASER = 0.3, ENERGY = 0.5, BOMB = 1, BIO = 1, RAD = 1, FIRE = 1.1, ACID = 1)
/datum/material/plastic/on_accidental_mat_consumption(mob/living/carbon/eater, obj/item/food)
eater.reagents.add_reagent(/datum/reagent/plastic_polymers, rand(6, 8))
food?.reagents?.add_reagent(/datum/reagent/plastic_polymers, food.reagents.total_volume*(2/5))
return TRUE
///Force decrease and mushy sound effect. (Not yet implemented)
/datum/material/biomass
name = "biomass"
desc = "Organic matter"
color = "#735b4d"
strength_modifier = 0.8
value_per_unit = 0.025
/datum/material/wood
name = "wood"
desc = "Flexible, durable, but flamable. Hard to come across in space."
color = "#bb8e53"
strength_modifier = 0.5
sheet_type = /obj/item/stack/sheet/mineral/wood
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
value_per_unit = 0.01
beauty_modifier = 0.1
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 0.4, ENERGY = 0.4, BOMB = 1, BIO = 0.2, RAD = 0, FIRE = 0, ACID = 0.3)
/datum/material/wood/on_applied_obj(obj/source, amount, material_flags)
. = ..()
if(material_flags & MATERIAL_AFFECT_STATISTICS)
var/obj/wooden = source
wooden.resistance_flags |= FLAMMABLE
/datum/material/wood/on_removed_obj(obj/source, amount, material_flags)
. = ..()
if(material_flags & MATERIAL_AFFECT_STATISTICS)
var/obj/wooden = source
wooden.resistance_flags &= ~FLAMMABLE
/datum/material/wood/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(5, BRUTE, BODY_ZONE_HEAD)
var/obj/item/reagent_containers/food/snacks/food_S = S
if(istype(food_S) && food_S?.tastes?.len)
food_S.tastes += "wood chips and sawdust"
food_S.tastes["wood chips and sawdust"] = 3
return TRUE
///Stronk force increase
/datum/material/adamantine
name = "adamantine"
desc = "A powerful material made out of magic, I mean science!"
color = "#6d7e8e"
strength_modifier = 1.5
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/adamantine
value_per_unit = 0.25
beauty_modifier = 0.4
armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.3, ENERGY = 1.3, BOMB = 1, BIO = 1, RAD = 1, FIRE = 2.5, ACID = 1)
/datum/material/adamantine/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = 10)
return TRUE
///RPG Magic.
/datum/material/mythril
name = "mythril"
desc = "How this even exists is byond me"
color = "#f2d5d7"
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/mythril
value_per_unit = 0.75
strength_modifier = 1.2
armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.5, ENERGY = 1.5, BOMB = 1.5, BIO = 1.5, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = 0.5
/datum/material/mythril/on_applied_obj(atom/source, amount, material_flags)
. = ..()
if(istype(source, /obj/item))
source.AddComponent(/datum/component/fantasy)
/datum/material/mythril/on_removed_obj(atom/source, amount, material_flags)
. = ..()
if(istype(source, /obj/item))
qdel(source.GetComponent(/datum/component/fantasy))
/datum/material/mythril/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = 10)
return TRUE
//formed when freon react with o2, emits a lot of plasma when heated
/datum/material/hot_ice
name = "hot ice"
desc = "A weird kind of ice, feels warm to the touch"
color = "#88cdf1"
alpha = 150
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/hot_ice
value_per_unit = 0.2
beauty_modifier = 0.2
/datum/material/hot_ice/on_applied(atom/source, amount, material_flags)
. = ..()
source.AddComponent(/datum/component/hot_ice, "plasma", amount*150, amount*20+300)
/datum/material/hot_ice/on_removed(atom/source, amount, material_flags)
qdel(source.GetComponent(/datum/component/hot_ice, "plasma", amount*150, amount*20+300))
return ..()
/datum/material/hot_ice/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.reagents.add_reagent(/datum/reagent/toxin/plasma, rand(5, 6))
S?.reagents?.add_reagent(/datum/reagent/toxin/plasma, S.reagents.total_volume*(3/5))
var/obj/item/reagent_containers/food/snacks/food_S = S
if(istype(food_S) && food_S?.tastes?.len)
food_S.tastes += "salt"
food_S.tastes["salt"] = 3
return TRUE
/datum/material/metalhydrogen
name = "Metal Hydrogen"
desc = "Solid metallic hydrogen. Some say it should be impossible"
color = "#f2d5d7"
alpha = 150
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/metal_hydrogen
value_per_unit = 0.35
beauty_modifier = 0.35
strength_modifier = 1.2
armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 0.7, BIO = 1, RAD = 1, FIRE = 1.3, ACID = 1)
/datum/material/metalhydrogen/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
return TRUE
/datum/material/otherworld_crystal
name = "Otherworld Crystal"
desc = "An unkown crystal from an unkown dimension"
color = COLOR_YELLOW
strength_modifier = 0.95
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/otherworld_crystal
value_per_unit = 0.25
beauty_modifier = 0.4
alpha = 150
//I don't like sand. It's coarse, and rough, and irritating, and it gets everywhere.
/datum/material/sand
name = "sand"
desc = "You know, it's amazing just how structurally sound sand can be."
color = "#EDC9AF"
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/sandblock
value_per_unit = 0.001
strength_modifier = 0.5
integrity_modifier = 0.1
armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 1.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = 0.25
turf_sound_override = FOOTSTEP_SAND
texture_layer_icon_state = "sand"
/datum/material/sand/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.adjust_disgust(17)
return TRUE
//And now for our lavaland dwelling friends, sand, but in stone form! Truly revolutionary.
/datum/material/sandstone
name = "sandstone"
desc = "Bialtaakid 'ant taerif ma hdha."
color = "#B77D31"
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/sandstone
value_per_unit = 0.0025
armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 1.25, ENERGY = 0.5, BOMB = 0.5, BIO = 0.25, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = 0.3
turf_sound_override = FOOTSTEP_WOOD
texture_layer_icon_state = "brick"
/datum/material/snow
name = "snow"
desc = "There's no business like snow business."
color = "#FFFFFF"
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/snow
value_per_unit = 0.0025
armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 0.25, ACID = 1.5)
beauty_modifier = 0.3
turf_sound_override = FOOTSTEP_SAND
texture_layer_icon_state = "sand"
/datum/material/snow/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.reagents.add_reagent(/datum/reagent/water, rand(5, 10))
return TRUE
/datum/material/runedmetal
name = "runed metal"
desc = "Mir'ntrath barhah Nar'sie."
color = "#3C3434"
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/runed_metal
value_per_unit = 0.75
armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 1, ENERGY = 1, BOMB = 1.2, BIO = 1.2, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = -0.15
texture_layer_icon_state = "runed"
/datum/material/runedmetal/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.reagents.add_reagent(/datum/reagent/fuel/unholywater, rand(8, 12))
M.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
return TRUE
/datum/material/bronze
name = "bronze"
desc = "Clock Cult? Never heard of it."
color = "#92661A"
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/tile/bronze
value_per_unit = 0.025
armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = 0.2
/datum/material/paper
name = "paper"
desc = "Ten thousand folds of pure starchy power."
color = "#E5DCD5"
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/paperframes
value_per_unit = 0.0025
armor_modifiers = list(MELEE = 0.1, BULLET = 0.1, LASER = 0.1, ENERGY = 0.1, BOMB = 0.1, BIO = 0.1, RAD = 1.5, FIRE = 0, ACID = 1.5)
beauty_modifier = 0.3
turf_sound_override = FOOTSTEP_SAND
texture_layer_icon_state = "paper"
/datum/material/paper/on_applied_obj(obj/source, amount, material_flags)
. = ..()
if(material_flags & MATERIAL_AFFECT_STATISTICS)
var/obj/paper = source
paper.resistance_flags |= FLAMMABLE
paper.obj_flags |= UNIQUE_RENAME
/datum/material/paper/on_removed_obj(obj/source, amount, material_flags)
if(material_flags & MATERIAL_AFFECT_STATISTICS)
var/obj/paper = source
paper.resistance_flags &= ~FLAMMABLE
return ..()
/datum/material/cardboard
name = "cardboard"
desc = "They say cardboard is used by hobos to make incredible things."
color = "#5F625C"
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/cardboard
value_per_unit = 0.003
armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 0, ACID = 1.5)
beauty_modifier = -0.1
/datum/material/cardboard/on_applied_obj(obj/source, amount, material_flags)
. = ..()
if(material_flags & MATERIAL_AFFECT_STATISTICS)
var/obj/cardboard = source
cardboard.resistance_flags |= FLAMMABLE
cardboard.obj_flags |= UNIQUE_RENAME
/datum/material/cardboard/on_removed_obj(obj/source, amount, material_flags)
if(material_flags & MATERIAL_AFFECT_STATISTICS)
var/obj/cardboard = source
cardboard.resistance_flags &= ~FLAMMABLE
return ..()
/datum/material/bone
name = "bone"
desc = "Man, building with this will make you the coolest caveman on the block."
color = "#e3dac9"
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/bone
value_per_unit = 0.05
armor_modifiers = list(MELEE = 1.2, BULLET = 0.75, LASER = 0.75, ENERGY = 1.2, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = -0.2
/datum/material/bamboo
name = "bamboo"
desc = "If it's good enough for pandas, it's good enough for you."
color = "#339933"
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/bamboo
value_per_unit = 0.0025
armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 0.5, ENERGY = 0.5, BOMB = 0.5, BIO = 0.51, RAD = 1.5, FIRE = 0.5, ACID = 1.5)
beauty_modifier = 0.2
turf_sound_override = FOOTSTEP_WOOD
texture_layer_icon_state = "bamboo"