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Bioprinter changes (#5040)
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* the direct biolathen changes

* leftover badness

* Apply suggestions from code review

* Apply suggestions from code review

* Update carpediem.dm

* Update antebellum.dm

* Update construction.dm
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Trilbyspaceclone authored Feb 26, 2024
1 parent 140002e commit 27147e5
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Showing 24 changed files with 53 additions and 52 deletions.
10 changes: 5 additions & 5 deletions code/datums/autolathe/ammo.dm
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Expand Up @@ -38,17 +38,17 @@
/datum/design/autolathe/ammo/shotgun_plasma
name = "shotgun shells (Plasma)"
build_path = /obj/item/ammo_casing/shotgun/plasma/prespawned
materials = list(MATERIAL_STEEL = 6, MATERIAL_SILVER = 1, MATERIAL_GOLD = 1, MATERIAL_URANIUM = 1)
materials = list(MATERIAL_STEEL = 6, MATERIAL_SILVER = 0.6, MATERIAL_GOLD = 0.6, MATERIAL_URANIUM = 0.6)

/datum/design/autolathe/ammo/shotgun_plasma_heavy
name = "shotgun shells (Heavy Plasma)"
build_path = /obj/item/ammo_casing/shotgun/plasma_heavy/prespawned
materials = list(MATERIAL_STEEL = 6, MATERIAL_SILVER = 2, MATERIAL_GOLD = 2, MATERIAL_URANIUM = 2)
materials = list(MATERIAL_STEEL = 6, MATERIAL_SILVER = 1, MATERIAL_GOLD = 1, MATERIAL_URANIUM = 1)

/datum/design/autolathe/ammo/shotgun_biomatter
name = "shotgun shells box (caustic)"
build_path = /obj/item/ammo_magazine/ammobox/shotgun/biomatter
materials = list(MATERIAL_BIOMATTER = 120) //Double the cost of magnum rounds, i guess? It works.
materials = list(MATERIAL_BIOMATTER = 60) //Double the cost of magnum rounds, i guess? It works.

/datum/design/autolathe/ammo/shotgun_he
name = "20mm shells (HEFI)"
Expand Down Expand Up @@ -255,7 +255,7 @@
/datum/design/autolathe/ammo/pistol_ammobox_biomatter
name = "ammunition box (9mm Caustic)"
build_path = /obj/item/ammo_magazine/ammobox/pistol_35/biomatter
materials = list(MATERIAL_BIOMATTER = 35)
materials = list(MATERIAL_BIOMATTER = 20)

//9mm large box
/datum/design/autolathe/ammo/pistol_ammobox/large
Expand Down Expand Up @@ -371,7 +371,7 @@
/datum/design/autolathe/ammo/magnum_ammobox_biomatter
name = "ammunition box (10mm Auto-Mag Caustic)"
build_path = /obj/item/ammo_magazine/ammobox/magnum_40/biomatter
materials = list(MATERIAL_BIOMATTER = 50)
materials = list(MATERIAL_BIOMATTER = 25)

// 10mm magnum large boxes
/datum/design/autolathe/ammo/magnum_ammobox/large
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1 change: 1 addition & 0 deletions code/datums/autolathe/autolathe_datums.dm
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Expand Up @@ -22,6 +22,7 @@
// An MPC file containing this design. You can use it directly, but only if it doesn't interact with the rest of MPC system. If it does, use copies.
var/datum/computer_file/binary/design/file


//Used for determing if the printer can accually print the design Mech fabs/Organ Printers ect ect
var/required_printer_code = FALSE
var/code_dex = FALSE
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22 changes: 11 additions & 11 deletions code/datums/autolathe/biomatter.dm
Original file line number Diff line number Diff line change
Expand Up @@ -48,10 +48,10 @@
/datum/design/bioprinter/botanic_leather
name = "Botanical gloves"
build_path = /obj/item/clothing/gloves/botanic_leather
materials = list(MATERIAL_BIOMATTER = 15)
materials = list(MATERIAL_BIOMATTER = 10)

/datum/design/bioprinter/leather
materials = list(MATERIAL_BIOMATTER = 20)
materials = list(MATERIAL_BIOMATTER = 15)

/datum/design/bioprinter/leather/satchel
name = "Leather Satchel"
Expand Down Expand Up @@ -98,7 +98,7 @@
build_path = /obj/item/clothing/accessory/holster/leg

/datum/design/bioprinter/belt
materials = list(MATERIAL_BIOMATTER = 20)
materials = list(MATERIAL_BIOMATTER = 10)

/datum/design/bioprinter/belt/utility
name = "Utility belt"
Expand Down Expand Up @@ -127,7 +127,7 @@
/datum/design/bioprinter/belt/misc/champion
name = "Champion belt"
build_path = /obj/item/storage/belt/champion
materials = list(MATERIAL_BIOMATTER = 50)
materials = list(MATERIAL_BIOMATTER = 25)

// This separates regular clothes designs from NT clothes designs //
/datum/design/bioprinter/nt_clothes/armor_kit
Expand Down Expand Up @@ -193,7 +193,7 @@

/datum/design/bioprinter/nt_clothes/knight_rig
name = "Knight Hardsuit Module"
materials = list(MATERIAL_BIOMATTER = 100, MATERIAL_GOLD = 10, MATERIAL_SILVER = 10, MATERIAL_PLASTEEL = 100)
materials = list(MATERIAL_BIOMATTER = 70, MATERIAL_GOLD = 7, MATERIAL_SILVER = 7, MATERIAL_PLASTEEL = 70)
build_path = /obj/item/rig/combat/knight

//[MELEE]
Expand Down Expand Up @@ -449,29 +449,29 @@
/datum/design/bioprinter/nt_cells/large
name = "NT \"Spark 13000L\""
build_path = /obj/item/cell/large/neotheology
materials = list(MATERIAL_STEEL = 3, MATERIAL_BIOMATTER = 30)
materials = list(MATERIAL_STEEL = 3, MATERIAL_BIOMATTER = 15)

/datum/design/bioprinter/nt_cells/large/plasma
name = "NT \"Radiance 20000L\""
build_path = /obj/item/cell/large/neotheology/plasma
materials = list(MATERIAL_STEEL = 3, MATERIAL_BIOMATTER = 15, MATERIAL_PLASMA = 3)
materials = list(MATERIAL_STEEL = 3, MATERIAL_BIOMATTER = 15, MATERIAL_PLASMA = 1)

/datum/design/bioprinter/nt_cells/medium
name = "NT \"Spark 1000M\""
build_path = /obj/item/cell/medium/neotheology/
materials = list(MATERIAL_STEEL = 2, MATERIAL_BIOMATTER = 20)
materials = list(MATERIAL_STEEL = 2, MATERIAL_BIOMATTER = 10)

/datum/design/bioprinter/nt_cells/medium/plasma
name = "NT \"Radiance 1500M\""
build_path = /obj/item/cell/medium/neotheology/plasma
materials = list(MATERIAL_STEEL = 2, MATERIAL_BIOMATTER = 10, MATERIAL_PLASMA = 2)
materials = list(MATERIAL_STEEL = 2, MATERIAL_BIOMATTER = 10, MATERIAL_PLASMA = 0.6) //This is to keep things in 5s or

/datum/design/bioprinter/nt_cells/small
name = "NT \"Spark 300S\""
build_path = /obj/item/cell/small/neotheology/
materials = list(MATERIAL_STEEL = 1, MATERIAL_BIOMATTER = 10)
materials = list(MATERIAL_STEEL = 1, MATERIAL_BIOMATTER = 5)

/datum/design/bioprinter/nt_cells/small/plasma
name = "NT \"Radiance 500S\""
build_path = /obj/item/cell/small/neotheology/plasma
materials = list(MATERIAL_STEEL = 1, MATERIAL_BIOMATTER = 5, MATERIAL_PLASMA = 1)
materials = list(MATERIAL_STEEL = 1, MATERIAL_BIOMATTER = 5, MATERIAL_PLASMA = 0.2)
3 changes: 1 addition & 2 deletions code/game/machinery/bioprinter_nt.dm
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@
speed = 11
have_recycling = TRUE
queue_max = 16 //Might be 8 in game do to wires
mat_efficiency = 0.5
mat_efficiency = 0.75 //T3.5

/obj/machinery/autolathe/bioprinter/attackby(obj/item/I, mob/user)
//hacky way to forbid deconstruction but use ..()
Expand All @@ -28,7 +28,6 @@
speed = initial(speed)
mat_efficiency = initial(mat_efficiency)


/obj/machinery/autolathe/bioprinter/disk
default_disk = /obj/item/computer_hardware/hard_drive/portable/design/nt/basic_utility

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Original file line number Diff line number Diff line change
Expand Up @@ -207,7 +207,7 @@
icon_state = "nt_traumakit"
heal_brute = 10
automatic_charge_overlays = FALSE
matter = list(MATERIAL_BIOMATTER = 5)
matter = list(MATERIAL_BIOMATTER = 2)
origin_tech = list(TECH_BIO = 4)
fancy_icon = TRUE
w_class = ITEM_SIZE_SMALL
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -165,7 +165,7 @@
icon_state = "nt_burnkit"
heal_brute = 5
automatic_charge_overlays = FALSE
matter = list(MATERIAL_BIOMATTER = 5)
matter = list(MATERIAL_BIOMATTER = 2)
origin_tech = list(TECH_BIO = 4)
fancy_icon = TRUE
w_class = ITEM_SIZE_SMALL
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4 changes: 2 additions & 2 deletions code/game/objects/items/weapons/grenades/chem_grenade.dm
Original file line number Diff line number Diff line change
Expand Up @@ -312,7 +312,7 @@
name = "Absolute \"Kudzu Killer\""
desc = "Church brand weedkiller grenades. Designed to deal with Kudzu infestations. Mixes toxic biomatter with plasticides for great results"
icon_state = "foam"
matter = list(MATERIAL_STEEL = 3, MATERIAL_PLASTIC = 2, MATERIAL_BIOMATTER = 5)
matter = list(MATERIAL_STEEL = 1, MATERIAL_PLASTIC = 1, MATERIAL_BIOMATTER = 3)
matter_reagents = list("water" = 30)

/obj/item/grenade/chem_grenade/cleaner
Expand All @@ -327,7 +327,7 @@
name = "Absolutism \"Cleanse Capsule\""
desc = "Church brand cleaner grenades. Designed to deal with biogenerator accidents and the aftermaths of wildlife hordes in the colony."
icon_state = "foam"
matter = list(MATERIAL_STEEL = 3, MATERIAL_BIOMATTER = 5)
matter = list(MATERIAL_STEEL = 2, MATERIAL_BIOMATTER = 5)
matter_reagents = list("water" = 30)

/obj/item/grenade/chem_grenade/cleaner/Initialize()
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2 changes: 1 addition & 1 deletion code/game/objects/items/weapons/grenades/explosive.dm
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,7 @@
item_state = "explosive_nt"
heavy_range = 1.5
weak_range = 5
matter = list(MATERIAL_BIOMATTER = 100)
matter = list(MATERIAL_BIOMATTER = 50)


/obj/item/grenade/explosive/artileria
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2 changes: 1 addition & 1 deletion code/game/objects/items/weapons/grenades/flashbang.dm
Original file line number Diff line number Diff line change
Expand Up @@ -153,7 +153,7 @@
desc = "An \"Absolute\" branded flashbang grenade, to spread the light of god."
icon_state = "flashbang_nt"
item_state = "flashbang_nt"
matter = list(MATERIAL_BIOMATTER = 15)
matter = list(MATERIAL_BIOMATTER = 10)

/obj/item/grenade/flashbang/nt/flashbang_without_the_bang(turf/T, mob/living/carbon/M)
if(M.get_core_implant(/obj/item/implant/core_implant/cruciform))
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2 changes: 1 addition & 1 deletion code/game/objects/items/weapons/grenades/frag.dm
Original file line number Diff line number Diff line change
Expand Up @@ -41,7 +41,7 @@
desc = "A military-grade defensive fragmentation grenade, designed to be thrown from cover."
icon_state = "frag_nt"
item_state = "frggrenade_nt"
matter = list(MATERIAL_BIOMATTER = 75)
matter = list(MATERIAL_BIOMATTER = 40)
fragment_damage = 7
damage_step = 3

Expand Down
2 changes: 1 addition & 1 deletion code/game/objects/items/weapons/grenades/heatwave.dm
Original file line number Diff line number Diff line change
Expand Up @@ -36,4 +36,4 @@
weak_range = 4
heat_damage = 50
penetration = 25
matter = list(MATERIAL_BIOMATTER = 30, MATERIAL_PLASMA = 5)
matter = list(MATERIAL_BIOMATTER = 15, MATERIAL_PLASMA = 3)
14 changes: 7 additions & 7 deletions code/game/objects/items/weapons/nt_melee.dm
Original file line number Diff line number Diff line change
Expand Up @@ -42,7 +42,7 @@
armor_penetration = ARMOR_PEN_EXTREME
w_class = ITEM_SIZE_BULKY
price_tag = 500
matter = list(MATERIAL_BIOMATTER = 75, MATERIAL_STEEL = 10, MATERIAL_PLASTEEL = 5)
matter = list(MATERIAL_BIOMATTER = 50, MATERIAL_STEEL = 10, MATERIAL_PLASTEEL = 5)

/obj/item/tool/knife/dagger/nt
name = "dagger"
Expand All @@ -54,7 +54,7 @@
force = WEAPON_FORCE_PAINFUL
armor_penetration = ARMOR_PEN_MASSIVE
price_tag = 120
matter = list(MATERIAL_BIOMATTER = 10, MATERIAL_STEEL = 1)
matter = list(MATERIAL_BIOMATTER = 5, MATERIAL_STEEL = 1)

/obj/item/tool/spear/halberd
name = "halberd"
Expand All @@ -68,7 +68,7 @@
force = WEAPON_FORCE_BRUTAL
armor_penetration = ARMOR_PEN_MASSIVE
price_tag = 600
matter = list(MATERIAL_BIOMATTER = 80, MATERIAL_STEEL = 8, MATERIAL_WOOD = 10, MATERIAL_PLASTEEL = 2)
matter = list(MATERIAL_BIOMATTER = 60, MATERIAL_STEEL = 8, MATERIAL_WOOD = 10, MATERIAL_PLASTEEL = 2)

/obj/item/tool/sword/nt/scourge
name = "scourge"
Expand All @@ -86,7 +86,7 @@
var/stun = 0
w_class = ITEM_SIZE_BULKY
price_tag = 800
matter = list(MATERIAL_BIOMATTER = 50, MATERIAL_STEEL = 5, MATERIAL_PLASTEEL = 2)
matter = list(MATERIAL_BIOMATTER = 30, MATERIAL_STEEL = 5, MATERIAL_PLASTEEL = 2)
has_alt_mode = FALSE

/obj/item/tool/sword/nt/scourge/attack_self(mob/user)
Expand Down Expand Up @@ -182,7 +182,7 @@
armor_penetration = ARMOR_PEN_MASSIVE
w_class = ITEM_SIZE_BULKY
price_tag = 800
matter = list(MATERIAL_BIOMATTER = 50, MATERIAL_STEEL = 5, MATERIAL_PLASTEEL = 5, MATERIAL_SILVER = 3)
matter = list(MATERIAL_BIOMATTER = 30, MATERIAL_STEEL = 5, MATERIAL_PLASTEEL = 5, MATERIAL_SILVER = 3)
tool_qualities = list(QUALITY_HAMMERING = 10) //Not designed for that fine nailing
var/glowing = FALSE
sharp = FALSE
Expand Down Expand Up @@ -234,7 +234,7 @@
armor_penetration = ARMOR_PEN_EXTREME
w_class = ITEM_SIZE_BULKY
price_tag = 800
matter = list(MATERIAL_BIOMATTER = 50, MATERIAL_STEEL = 5, MATERIAL_PLASTEEL = 12)
matter = list(MATERIAL_BIOMATTER = 30, MATERIAL_STEEL = 5, MATERIAL_PLASTEEL = 8)
tool_qualities = list(QUALITY_HAMMERING = 30) //Not designed for that fine nailing
var/glowing = FALSE
sharp = FALSE
Expand Down Expand Up @@ -293,7 +293,7 @@
item_state = "nt_shield"
force = WEAPON_FORCE_DANGEROUS
armor_list = list(melee = 20, bullet = 20, energy = 10, bomb = 15, bio = 0, rad = 0)
matter = list(MATERIAL_BIOMATTER = 50, MATERIAL_STEEL = 10, MATERIAL_PLASTEEL = 10, MATERIAL_GOLD = 5)
matter = list(MATERIAL_BIOMATTER = 35, MATERIAL_STEEL = 10, MATERIAL_PLASTEEL = 5, MATERIAL_GOLD = 3)
price_tag = 1000
base_block_chance = 60
item_flags = DRAG_AND_DROP_UNEQUIP
Expand Down
2 changes: 1 addition & 1 deletion code/modules/clothing/head/helmet.dm
Original file line number Diff line number Diff line change
Expand Up @@ -779,7 +779,7 @@
armor_list = list(melee = 30, bullet = 30, energy = 30, bomb = 50, bio = 100, rad = 100)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR
body_parts_covered = HEAD|FACE|EARS
matter = list(MATERIAL_PLASTEEL = 10, MATERIAL_PLASTIC = 4, MATERIAL_GLASS = 5, MATERIAL_GOLD = 5)
matter = list(MATERIAL_PLASTEEL = 5, MATERIAL_PLASTIC = 2, MATERIAL_GLASS = 3, MATERIAL_GOLD = 2)

/obj/item/clothing/head/helmet/rosaria/verb/toggle_style()
set name = "Adjust Style"
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2 changes: 1 addition & 1 deletion code/modules/clothing/shoes/jobs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -119,7 +119,7 @@
name = "Hermes Boots"
desc = "Boots used by the faithful to spread the word of God more quickly by small hidden wheels under the heels. Sadly not all that good at protecting your feet as other more robust boots."
armor_list = list(melee = 0, bullet = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
matter = list(MATERIAL_BIOMATTER = 20, MATERIAL_PLASTIC = 3, MATERIAL_SILVER = 3, MATERIAL_GOLD = 3)
matter = list(MATERIAL_BIOMATTER = 10, MATERIAL_PLASTIC = 2, MATERIAL_SILVER = 2, MATERIAL_GOLD = 2)
icon_state = "hermes"
item_state = "hermes"
slowdown = SHOES_SLOWDOWN - 0.1 //10% speed buff
Expand Down
8 changes: 4 additions & 4 deletions code/modules/clothing/spacesuits/void/neotheology.dm
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@
icon_state = "acolyte"
item_state = "acolyte"
slowdown = 0.15
matter = list(MATERIAL_PLASTIC = 30, MATERIAL_STEEL = 25, MATERIAL_BIOMATTER = 40)
matter = list(MATERIAL_PLASTIC = 15, MATERIAL_STEEL = 15, MATERIAL_BIOMATTER = 20)
armor_list = list(
melee = 25,
bullet = 25,
Expand Down Expand Up @@ -49,7 +49,7 @@
icon_state = "botanist"
item_state = "botanist"
slowdown = 0
matter = list(MATERIAL_PLASTIC = 30, MATERIAL_STEEL = 15, MATERIAL_BIOMATTER = 40)
matter = list(MATERIAL_PLASTIC = 30, MATERIAL_STEEL = 15, MATERIAL_BIOMATTER = 30)
armor_list = list(
melee = 25,
bullet = 25,
Expand Down Expand Up @@ -81,7 +81,7 @@
icon_state = "custodian"
item_state = "custodian"
slowdown = 0.05
matter = list(MATERIAL_PLASTIC = 40, MATERIAL_STEEL = 15, MATERIAL_BIOMATTER = 40)
matter = list(MATERIAL_PLASTIC = 15, MATERIAL_STEEL = 10, MATERIAL_BIOMATTER = 30)
armor_list = list(
melee = 25,
bullet = 25,
Expand Down Expand Up @@ -117,7 +117,7 @@
desc = "A voidsuit designed by the church with a most holy mix of biomatter and inorganic matter."
icon_state = "ntvoid"
item_state = "ntvoid"
matter = list(MATERIAL_PLASTEEL = 8, MATERIAL_STEEL = 10, MATERIAL_BIOMATTER = 29)
matter = list(MATERIAL_PLASTEEL = 5, MATERIAL_STEEL = 10, MATERIAL_BIOMATTER = 25)
slowdown = 0.15
armor_list = list(
melee = 40,
Expand Down
4 changes: 2 additions & 2 deletions code/modules/clothing/suits/armor.dm
Original file line number Diff line number Diff line change
Expand Up @@ -412,7 +412,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
armor_list = list(melee = 40, bullet = 40, energy = 40, bomb = 50, bio = 100, rad = 100)
flags_inv = HIDEJUMPSUIT
matter = list(MATERIAL_PLASTEEL = 60, MATERIAL_PLASTIC = 8, MATERIAL_SILVER = 5, MATERIAL_GOLD = 5)
matter = list(MATERIAL_PLASTEEL = 40, MATERIAL_PLASTIC = 5, MATERIAL_SILVER = 5, MATERIAL_GOLD = 5)

/obj/item/clothing/suit/armor/vest/rosaria/verb/toggle_style()
set name = "Adjust Style"
Expand Down Expand Up @@ -478,7 +478,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
armor_list = list(melee = 40, bullet = 40, energy = 40, bomb = 50, bio = 100, rad = 100)
flags_inv = HIDEJUMPSUIT
matter = list(MATERIAL_PLASTEEL = 60, MATERIAL_PLASTIC = 8, MATERIAL_SILVER = 5, MATERIAL_GOLD = 5)
matter = list(MATERIAL_PLASTEEL = 40, MATERIAL_PLASTIC = 5, MATERIAL_SILVER = 5, MATERIAL_GOLD = 5)

/obj/item/clothing/suit/armor/vest/prime/verb/toggle_style()
set name = "Adjust Style"
Expand Down
2 changes: 1 addition & 1 deletion code/modules/clothing/suits/jobs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -168,7 +168,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
permeability_coefficient = 0.50
siemens_coefficient = 0.7
matter = list(MATERIAL_BIOMATTER = 20, MATERIAL_GOLD = 5)
matter = list(MATERIAL_BIOMATTER = 20, MATERIAL_GOLD = 2)
armor_list = list(
melee = 20,
bullet = 20,
Expand Down
5 changes: 3 additions & 2 deletions code/modules/core_implant/cruciform/rituals/construction.dm
Original file line number Diff line number Diff line change
Expand Up @@ -14,10 +14,11 @@ GLOBAL_LIST_INIT(nt_blueprints, init_nt_blueprints())
continue
if(blueprint_type == /datum/nt_blueprint/cruciform_upgrade)
continue
/* - Removed do to exploits with uprooting after autolathen printing giving full prices
if(blueprint_type == /datum/nt_blueprint/weapons)
continue
if(blueprint_type == /datum/nt_blueprint/health_care)
continue
continue*/
var/datum/nt_blueprint/pb = new blueprint_type()
list[pb.name] = pb
. = list
Expand Down Expand Up @@ -607,7 +608,7 @@ GLOBAL_LIST_INIT(nt_constructs, init_nt_constructs())
name = "Absolutism Medkit"
build_path = /obj/item/storage/firstaid/nt
materials = list(
/obj/item/stack/material/biomatter = 105,
/obj/item/stack/material/biomatter = 45,
/obj/item/stack/material/plastic = 4,
/obj/item/stack/material/glass = 2,
/obj/item/stack/material/gold = 2,
Expand Down
2 changes: 1 addition & 1 deletion code/modules/projectiles/guns/energy/laser/antebellum.dm
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@
fire_sound = 'sound/weapons/energy/laser_rifle.ogg'
slot_flags = SLOT_BELT|SLOT_BACK
w_class = ITEM_SIZE_NORMAL
matter = list(MATERIAL_PLASTEEL = 15, MATERIAL_WOOD = 10, MATERIAL_GLASS = 3, MATERIAL_SILVER = 3, MATERIAL_GOLD = 1, MATERIAL_BIOMATTER = 15)
matter = list(MATERIAL_PLASTEEL = 8, MATERIAL_WOOD = 8, MATERIAL_GLASS = 2, MATERIAL_SILVER = 1, MATERIAL_GOLD = 1, MATERIAL_BIOMATTER = 5)
suitable_cell = /obj/item/cell/medium/neotheology
projectile_type = /obj/item/projectile/plasma/light
fire_delay = 15
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2 changes: 1 addition & 1 deletion code/modules/projectiles/guns/energy/laser/carpediem.dm
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@
fire_sound = 'sound/weapons/energy/lasmusket_fire.ogg'
slot_flags = SLOT_BACK
w_class = ITEM_SIZE_BULKY
matter = list(MATERIAL_PLASTEEL = 40, MATERIAL_WOOD = 25, MATERIAL_GLASS = 15, MATERIAL_SILVER = 5, MATERIAL_GOLD = 5)
matter = list(MATERIAL_PLASTEEL = 10, MATERIAL_WOOD = 10, MATERIAL_GLASS = 2, MATERIAL_SILVER = 1, MATERIAL_GOLD = 1, MATERIAL_BIOMATTER = 10)
projectile_type = /obj/item/projectile/beam/musket
fire_delay = 35
charge_cost = 150 // 4 shots on a 600M
Expand Down
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