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Makes bananium, silencium actually spawnable - retypes chitin to be a…
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… material (#6018)
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BlueWildrose authored Sep 25, 2023
1 parent d3c7048 commit 8d77f5c
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Showing 28 changed files with 84 additions and 37 deletions.
1 change: 1 addition & 0 deletions citadel.dme
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#include "code\modules\materials\definitions\misc\snow.dm"
#include "code\modules\materials\definitions\misc\wax.dm"
#include "code\modules\materials\definitions\organic\bone.dm"
#include "code\modules\materials\definitions\organic\chitin.dm"
#include "code\modules\materials\definitions\organic\cotton.dm"
#include "code\modules\materials\definitions\organic\diona.dm"
#include "code\modules\materials\definitions\organic\flesh.dm"
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2 changes: 1 addition & 1 deletion code/datums/recipe/crafting_recipes/recipes_primal.dm
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result = /obj/item/saddle/stormdrifter
time = 60
reqs = list(/obj/item/stack/material/bone = 10,
/obj/item/stack/chitin = 5,
/obj/item/stack/material/chitin = 5,
/obj/item/stack/sinew = 10,
/obj/item/stack/animalhide/goliath_hide = 5
)
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6 changes: 0 additions & 6 deletions code/game/objects/items/stacks/sheets/leather.dm
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w_class = WEIGHT_CLASS_NORMAL
layer = MOB_LAYER

/obj/item/stack/chitin
name = "chitin plates"
desc = "Sheets of hardened chitin, usually harvested from insectile beasts."
singular_name = "chitin plate"
icon_state = "chitin"

/obj/item/stack/wetleather
name = "wet leather"
desc = "This leather has been cleaned but still needs to be dried."
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/crystals/diamond.dm
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/datum/material/diamond
id = "diamond"
id = MAT_DIAMOND
name = "diamond"
stack_type = /obj/item/stack/material/diamond
flags = MATERIAL_UNMELTABLE
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/crystals/glass.dm
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/datum/material/glass
id = "glass"
id = MAT_GLASS
name = "glass"
stack_type = /obj/item/stack/material/glass
flags = MATERIAL_BRITTLE
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/metals/copper.dm
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/datum/material/copper
id = "copper"
id = MAT_COPPER
name = "copper"
icon_colour = "#b45c13"
weight = 15
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/metals/durasteel.dm
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/datum/material/durasteel
id = "durasteel"
id = MAT_DURASTEEL
name = "durasteel"
stack_type = /obj/item/stack/material/durasteel
integrity = 600
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/metals/gold.dm
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/datum/material/gold
id = "gold"
id = MAT_GOLD
name = "gold"
stack_type = /obj/item/stack/material/gold
icon_colour = "#EDD12F"
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/metals/hydrogens.dm
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/datum/material/mhydrogen
name = "mhydrogen"
id = "mhydrogen"
id = MAT_METALHYDROGEN
stack_type = /obj/item/stack/material/mhydrogen
icon_colour = "#E6C5DE"
stack_origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 6, TECH_MAGNET = 5)
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/metals/iron.dm
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/datum/material/iron
name = "iron"
id = "iron"
id = MAT_IRON
stack_type = /obj/item/stack/material/iron
icon_colour = "#5C5454"
weight = 22
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/metals/lead.dm
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/datum/material/lead
name = MAT_LEAD
id = "lead"
id = MAT_LEAD
stack_type = /obj/item/stack/material/lead
icon_colour = "#273956"
weight = 23 // Lead is a bit more dense than silver IRL, and silver has 22 ingame.
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/metals/osmium.dm
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/datum/material/osmium
name = "osmium"
id = "osmium"
id = MAT_OSMIUM
stack_type = /obj/item/stack/material/osmium
icon_colour = "#9999FF"
stack_origin_tech = list(TECH_MATERIAL = 5)
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/metals/plasteel.dm
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@@ -1,5 +1,5 @@
/datum/material/plasteel
id = "plasteel"
id = MAT_PLASTEEL
name = "plasteel"
stack_type = /obj/item/stack/material/plasteel
integrity = 400
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/metals/platinum.dm
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/datum/material/platinum
name = "platinum"
id = "platinum"
id = MAT_PLATINUM
stack_type = /obj/item/stack/material/platinum
icon_colour = "#9999FF"
weight = 27
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/metals/silver.dm
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/datum/material/silver
id = "silver"
id = MAT_SILVER
name = "silver"
stack_type = /obj/item/stack/material/silver
icon_colour = "#D1E6E3"
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/metals/steel.dm
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/datum/material/steel
id = "steel"
id = MAT_STEEL
name = MAT_STEEL
stack_type = /obj/item/stack/material/steel
integrity = 150
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/metals/titanium.dm
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/datum/material/plasteel/titanium
id = "titanium"
id = MAT_TITANIUM
name = MAT_TITANIUM
stack_type = /obj/item/stack/material/titanium
conductivity = 2.38
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/metals/uranium.dm
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/datum/material/uranium
id = "uranium"
id = MAT_URANIUM
name = "uranium"
stack_type = /obj/item/stack/material/uranium
radioactivity = RAD_INTENSITY_MAT_URANIUM
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16 changes: 16 additions & 0 deletions code/modules/materials/definitions/organic/chitin.dm
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/datum/material/chitin
id = MAT_CHITIN
name = "chitin"
stack_type = /obj/item/stack/material/chitin
integrity = 150
icon_colour = "#6b5337"
explosion_resistance = 10
hardness = 75 //hee hoo bugblades.
weight = 15
protectiveness = 20
conductive = 0
stack_origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2)
radiation_resistance = 10 //roach logic
tgui_icon_key = "greyhide"
sheet_singular_name = "plate"
sheet_plural_name = "plates"
35 changes: 33 additions & 2 deletions code/modules/materials/definitions/special/clown_planet.dm
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/datum/material/bananium
id = MAT_BANANIUM
name = "bananium"
stack_type = /obj/item/stack/material/bananium
integrity = 200
icon_colour = "#fff127"
explosion_resistance = 25
hardness = 5 //pretty sure something rubbery isn't that sharp
weight = 30 // potent blunt weapons.
opacity = 0.8
protectiveness = 50 // boing.
reflectivity = 0.2 // boing.
negation = 5 // boing.
conductive = 0 // described as rubbery and a good insulator
conductivity = 0
stack_origin_tech = list(TECH_MATERIAL = 5, TECH_ILLEGAL = 3)
radiation_resistance = 20 //not as good as lead but still pretty good
tgui_icon_key = "bananium"

/datum/material/bananium/generate_recipes()
. = ..()
. += create_stack_recipe_datum(category = "statues", name = "bananium statue", product = /obj/structure/statue/bananium, cost = 10, time = 2 SECONDS)
. += create_stack_recipe_datum(category = "statues", name = "clown statue", product = /obj/structure/statue/bananium/clown, cost = 10, time = 2 SECONDS)
. += create_stack_recipe_datum(name = "bananium floor tiles", product = /obj/item/stack/tile/bananium, amount = 4)
. += create_stack_recipe_datum(name = "bananium floor tiles", cost = 1, product = /obj/item/stack/tile/bananium, amount = 4)

/datum/material/silencium
id = MAT_SILENCIUM
name = "silencium"
stack_type = /obj/item/stack/material/silencium
integrity = 400
melting_point = 12000 //described as a good heatsink
icon_colour = "#d3d3d3"
explosion_resistance = 10 //described as brittle but probably not like glass
hardness = 100 //sharp as durasteel
weight = 20
protectiveness = 55 // described as dense and sturdy
conductivity = 30 //heatsink
stack_origin_tech = list(TECH_MATERIAL = 7, TECH_ILLEGAL = 1)
radiation_resistance = 15
tgui_icon_key = "silencium"

/datum/material/silencium/generate_recipes()
. = ..()
. += create_stack_recipe_datum(name = "silencium floor tiles", product = /obj/item/stack/tile/silencium, amount = 4)
. += create_stack_recipe_datum(name = "silencium floor tiles", cost = 1, product = /obj/item/stack/tile/silencium, amount = 4)
2 changes: 1 addition & 1 deletion code/modules/materials/definitions/special/morphium.dm
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/datum/material/morphium
name = MAT_MORPHIUM
id = "morphium"
id = MAT_MORPHIUM
stack_type = /obj/item/stack/material/morphium
icon_base = 'icons/turf/walls/metal.dmi'
icon_reinf = 'icons/turf/walls/reinforced_metal.dmi'
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/special/phoron.dm
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/datum/material/phoron
id = "phoron"
id = MAT_PHORON
name = "phoron"
stack_type = /obj/item/stack/material/phoron
ignition_point = PHORON_MINIMUM_BURN_TEMPERATURE
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/special/supermatter.dm
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/datum/material/supermatter
id = "supermatter"
id = MAT_SUPERMATTER
name = "supermatter"
icon_colour = "#FFFF00"
stack_type = /obj/item/stack/material/supermatter
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/special/valhollide.dm
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/datum/material/valhollide
name = MAT_VALHOLLIDE
id = "valhollide"
id = MAT_VALHOLLIDE
stack_type = /obj/item/stack/material/valhollide
icon_base = 'icons/turf/walls/stone_wall.dmi'
door_icon_base = "stone"
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2 changes: 1 addition & 1 deletion code/modules/materials/definitions/special/verdantium.dm
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/datum/material/verdantium
name = MAT_VERDANTIUM
id = "verdantium"
id = MAT_VERDANTIUM
stack_type = /obj/item/stack/material/verdantium
icon_base = 'icons/turf/walls/metal.dmi'
icon_reinf = 'icons/turf/walls/reinforced_metal.dmi'
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4 changes: 4 additions & 0 deletions code/modules/materials/fifty_spawner_mats.dm
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Expand Up @@ -172,6 +172,10 @@
name = "stack of bones"
type_to_spawn = /obj/item/stack/material/bone

/obj/fiftyspawner/chitin
name = "stack of chitin"
type_to_spawn = /obj/item/stack/material/chitin

/obj/fiftyspawner/wax
name = "pile of wax"
type_to_spawn = /obj/item/stack/material/wax
13 changes: 7 additions & 6 deletions code/modules/materials/material_sheets.dm
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Expand Up @@ -455,8 +455,9 @@
pickup_sound = 'sound/items/pickup/leather.ogg'

/obj/item/stack/material/chitin
name = "chitin"
desc = "The by-product of mob grinding."
name = "chitin plates"
desc = "Sheets of hardened chitin, usually harvested from insectile beasts."
singular_name = "chitin plate"
icon_state = "chitin"
default_type = MAT_CHITIN
no_variants = FALSE
Expand Down Expand Up @@ -496,19 +497,19 @@
no_variants = FALSE

/obj/item/stack/material/bananium
name = "bananium"
name = MAT_BANANIUM
desc = "When smelted, Vaudium takes on a bright yellow hue and remains pliable, growing rigid when met with a forceful impact."
icon_state = "sheet-clown"
default_type = "bananium"
default_type = MAT_BANANIUM
no_variants = FALSE
drop_sound = 'sound/items/drop/boots.ogg'
pickup_sound = 'sound/items/pickup/boots.ogg'

/obj/item/stack/material/silencium
name = "silencium"
name = MAT_SILENCIUM
desc = "When compressed, Vaudium loses its color, gaining distinctive black bands and becoming intensely rigid."
icon_state = "sheet-mime"
default_type = "silencium"
default_type = MAT_SILENCIUM
no_variants = FALSE
drop_sound = 'sound/items/drop/boots.ogg'
pickup_sound = 'sound/items/drop/boots.ogg'
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Expand Up @@ -63,7 +63,7 @@
attacktext = list ("bitten", "pierced", "mauled")
attack_sound = 'sound/weapons/bite.ogg'

bone_type = /obj/item/stack/chitin
bone_type = /obj/item/stack/material/chitin
bone_amount = 5

faction = "lavaland"
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attacktext = list ("bitten", "pierced", "mauled")
attack_sound = 'sound/weapons/bite.ogg'

bone_type = /obj/item/stack/chitin
bone_type = /obj/item/stack/material/chitin
bone_amount = 5

faction = "lavaland"
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