cab4313b29
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)
34 lines
1.4 KiB
Plaintext
34 lines
1.4 KiB
Plaintext
///It's gross, gets the name of it's owner, and is all kinds of fucked up
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/datum/material/meat
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name = "meat"
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desc = "Meat"
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color = rgb(214, 67, 67)
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/meat
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value_per_unit = 0.05
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beauty_modifier = -0.3
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strength_modifier = 0.7
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armor_modifiers = list(MELEE = 0.3, BULLET = 0.3, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 0, RAD = 0.7, FIRE = 1, ACID = 1)
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item_sound_override = 'sound/effects/meatslap.ogg'
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turf_sound_override = FOOTSTEP_MEAT
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texture_layer_icon_state = "meat"
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/datum/material/meat/on_removed(atom/source, amount, material_flags)
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. = ..()
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qdel(source.GetComponent(/datum/component/edible))
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/datum/material/meat/on_applied_obj(obj/O, amount, material_flags)
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. = ..()
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O.obj_flags |= UNIQUE_RENAME //So you can name it after the person its made from, a depressing comprimise.
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make_edible(O, amount, material_flags)
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/datum/material/meat/on_applied_turf(turf/T, amount, material_flags)
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. = ..()
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make_edible(T, amount, material_flags)
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/datum/material/meat/proc/make_edible(atom/source, amount, material_flags)
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var/nutriment_count = 3 * (amount / MINERAL_MATERIAL_AMOUNT)
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var/oil_count = 2 * (amount / MINERAL_MATERIAL_AMOUNT)
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source.AddComponent(/datum/component/edible, list(/datum/reagent/consumable/nutriment = nutriment_count, /datum/reagent/consumable/cooking_oil = oil_count), null, RAW | MEAT | GROSS, null, 30, list("Fleshy"))
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