From 27147e5ebd8913f378264fc407302876cf7fb6fa Mon Sep 17 00:00:00 2001 From: Trilbyspaceclone <30435998+Trilbyspaceclone@users.noreply.github.com> Date: Sun, 25 Feb 2024 19:07:22 -0500 Subject: [PATCH] Bioprinter changes (#5040) * 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 --- code/datums/autolathe/ammo.dm | 10 ++++----- code/datums/autolathe/autolathe_datums.dm | 1 + code/datums/autolathe/biomatter.dm | 22 +++++++++---------- code/game/machinery/bioprinter_nt.dm | 3 +-- .../medical_stacks/bruise_pack_stack.dm | 2 +- .../stacks/medical_stacks/ointment_stacks.dm | 2 +- .../items/weapons/grenades/chem_grenade.dm | 4 ++-- .../items/weapons/grenades/explosive.dm | 2 +- .../items/weapons/grenades/flashbang.dm | 2 +- .../objects/items/weapons/grenades/frag.dm | 2 +- .../items/weapons/grenades/heatwave.dm | 2 +- code/game/objects/items/weapons/nt_melee.dm | 14 ++++++------ code/modules/clothing/head/helmet.dm | 2 +- code/modules/clothing/shoes/jobs.dm | 2 +- .../clothing/spacesuits/void/neotheology.dm | 8 +++---- code/modules/clothing/suits/armor.dm | 4 ++-- code/modules/clothing/suits/jobs.dm | 2 +- .../cruciform/rituals/construction.dm | 5 +++-- .../guns/energy/laser/antebellum.dm | 2 +- .../guns/energy/laser/carpediem.dm | 2 +- .../projectiles/guns/energy/laser/laser.dm | 2 +- .../guns/energy/laser/sniperrifle.dm | 2 +- .../guns/energy/plasma/excubitor.dm | 2 +- .../projectiles/guns/energy/plasma/plasma.dm | 6 ++--- 24 files changed, 53 insertions(+), 52 deletions(-) diff --git a/code/datums/autolathe/ammo.dm b/code/datums/autolathe/ammo.dm index d47c18cb6c5..0e72d616d55 100644 --- a/code/datums/autolathe/ammo.dm +++ b/code/datums/autolathe/ammo.dm @@ -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)" @@ -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 @@ -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 diff --git a/code/datums/autolathe/autolathe_datums.dm b/code/datums/autolathe/autolathe_datums.dm index bb31a8abd27..34ef213bae3 100755 --- a/code/datums/autolathe/autolathe_datums.dm +++ b/code/datums/autolathe/autolathe_datums.dm @@ -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 diff --git a/code/datums/autolathe/biomatter.dm b/code/datums/autolathe/biomatter.dm index 6000da0b9b5..0b6e42905cf 100644 --- a/code/datums/autolathe/biomatter.dm +++ b/code/datums/autolathe/biomatter.dm @@ -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" @@ -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" @@ -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 @@ -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] @@ -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) diff --git a/code/game/machinery/bioprinter_nt.dm b/code/game/machinery/bioprinter_nt.dm index 652bc7b0797..ba819051cb4 100644 --- a/code/game/machinery/bioprinter_nt.dm +++ b/code/game/machinery/bioprinter_nt.dm @@ -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 ..() @@ -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 diff --git a/code/game/objects/items/stacks/medical_stacks/bruise_pack_stack.dm b/code/game/objects/items/stacks/medical_stacks/bruise_pack_stack.dm index 57a914e8ce0..110dc09a3fb 100644 --- a/code/game/objects/items/stacks/medical_stacks/bruise_pack_stack.dm +++ b/code/game/objects/items/stacks/medical_stacks/bruise_pack_stack.dm @@ -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 diff --git a/code/game/objects/items/stacks/medical_stacks/ointment_stacks.dm b/code/game/objects/items/stacks/medical_stacks/ointment_stacks.dm index 68a8f275e0a..e023ad0df6b 100644 --- a/code/game/objects/items/stacks/medical_stacks/ointment_stacks.dm +++ b/code/game/objects/items/stacks/medical_stacks/ointment_stacks.dm @@ -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 diff --git a/code/game/objects/items/weapons/grenades/chem_grenade.dm b/code/game/objects/items/weapons/grenades/chem_grenade.dm index 73648e0c4f8..4980c04e4dc 100644 --- a/code/game/objects/items/weapons/grenades/chem_grenade.dm +++ b/code/game/objects/items/weapons/grenades/chem_grenade.dm @@ -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 @@ -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() diff --git a/code/game/objects/items/weapons/grenades/explosive.dm b/code/game/objects/items/weapons/grenades/explosive.dm index 79d3e03cce1..995c7288d14 100644 --- a/code/game/objects/items/weapons/grenades/explosive.dm +++ b/code/game/objects/items/weapons/grenades/explosive.dm @@ -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 diff --git a/code/game/objects/items/weapons/grenades/flashbang.dm b/code/game/objects/items/weapons/grenades/flashbang.dm index 95e8a82260e..ad61ce3bded 100644 --- a/code/game/objects/items/weapons/grenades/flashbang.dm +++ b/code/game/objects/items/weapons/grenades/flashbang.dm @@ -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)) diff --git a/code/game/objects/items/weapons/grenades/frag.dm b/code/game/objects/items/weapons/grenades/frag.dm index 4a76053d99e..85d8faf47c5 100644 --- a/code/game/objects/items/weapons/grenades/frag.dm +++ b/code/game/objects/items/weapons/grenades/frag.dm @@ -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 diff --git a/code/game/objects/items/weapons/grenades/heatwave.dm b/code/game/objects/items/weapons/grenades/heatwave.dm index 9a79f5ba859..48cec64820c 100644 --- a/code/game/objects/items/weapons/grenades/heatwave.dm +++ b/code/game/objects/items/weapons/grenades/heatwave.dm @@ -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) diff --git a/code/game/objects/items/weapons/nt_melee.dm b/code/game/objects/items/weapons/nt_melee.dm index 8ae5af7733e..4b214ef59d3 100644 --- a/code/game/objects/items/weapons/nt_melee.dm +++ b/code/game/objects/items/weapons/nt_melee.dm @@ -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" @@ -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" @@ -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" @@ -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) @@ -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 @@ -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 @@ -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 diff --git a/code/modules/clothing/head/helmet.dm b/code/modules/clothing/head/helmet.dm index 5eb4a1c90a7..0771c62372a 100644 --- a/code/modules/clothing/head/helmet.dm +++ b/code/modules/clothing/head/helmet.dm @@ -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" diff --git a/code/modules/clothing/shoes/jobs.dm b/code/modules/clothing/shoes/jobs.dm index 9fafd9989f8..d4704489753 100644 --- a/code/modules/clothing/shoes/jobs.dm +++ b/code/modules/clothing/shoes/jobs.dm @@ -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 diff --git a/code/modules/clothing/spacesuits/void/neotheology.dm b/code/modules/clothing/spacesuits/void/neotheology.dm index 2c4075e9b16..e647fda38c7 100644 --- a/code/modules/clothing/spacesuits/void/neotheology.dm +++ b/code/modules/clothing/spacesuits/void/neotheology.dm @@ -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, @@ -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, @@ -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, @@ -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, diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm index c04d390251f..fe03f024596 100644 --- a/code/modules/clothing/suits/armor.dm +++ b/code/modules/clothing/suits/armor.dm @@ -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" @@ -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" diff --git a/code/modules/clothing/suits/jobs.dm b/code/modules/clothing/suits/jobs.dm index 617c9f6a2d5..c3a104fedea 100644 --- a/code/modules/clothing/suits/jobs.dm +++ b/code/modules/clothing/suits/jobs.dm @@ -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, diff --git a/code/modules/core_implant/cruciform/rituals/construction.dm b/code/modules/core_implant/cruciform/rituals/construction.dm index 76a141a2cf6..a13e0ed59ea 100644 --- a/code/modules/core_implant/cruciform/rituals/construction.dm +++ b/code/modules/core_implant/cruciform/rituals/construction.dm @@ -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 @@ -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, diff --git a/code/modules/projectiles/guns/energy/laser/antebellum.dm b/code/modules/projectiles/guns/energy/laser/antebellum.dm index 2dd57780328..e7aa0a88ede 100644 --- a/code/modules/projectiles/guns/energy/laser/antebellum.dm +++ b/code/modules/projectiles/guns/energy/laser/antebellum.dm @@ -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 diff --git a/code/modules/projectiles/guns/energy/laser/carpediem.dm b/code/modules/projectiles/guns/energy/laser/carpediem.dm index 185a656f230..9d245eae4ef 100644 --- a/code/modules/projectiles/guns/energy/laser/carpediem.dm +++ b/code/modules/projectiles/guns/energy/laser/carpediem.dm @@ -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 diff --git a/code/modules/projectiles/guns/energy/laser/laser.dm b/code/modules/projectiles/guns/energy/laser/laser.dm index 6f385112cb3..772cebffc3a 100644 --- a/code/modules/projectiles/guns/energy/laser/laser.dm +++ b/code/modules/projectiles/guns/energy/laser/laser.dm @@ -10,7 +10,7 @@ w_class = ITEM_SIZE_BULKY force = WEAPON_FORCE_NORMAL origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2) - matter = list(MATERIAL_PLASTEEL = 20, MATERIAL_WOOD = 8, MATERIAL_SILVER = 10) + matter = list(MATERIAL_PLASTEEL = 15, MATERIAL_WOOD = 8, MATERIAL_SILVER = 6) price_tag = 900 projectile_type = /obj/item/projectile/beam/midlaser fire_delay = 5 diff --git a/code/modules/projectiles/guns/energy/laser/sniperrifle.dm b/code/modules/projectiles/guns/energy/laser/sniperrifle.dm index 623af66d941..f6ebc74f325 100644 --- a/code/modules/projectiles/guns/energy/laser/sniperrifle.dm +++ b/code/modules/projectiles/guns/energy/laser/sniperrifle.dm @@ -13,7 +13,7 @@ fire_delay = 35 force = 10 w_class = ITEM_SIZE_BULKY - matter = list(MATERIAL_PLASTEEL = 20, MATERIAL_PLASTIC = 8, MATERIAL_SILVER = 9, MATERIAL_URANIUM = 6) + matter = list(MATERIAL_PLASTEEL = 15, MATERIAL_PLASTIC = 8, MATERIAL_SILVER = 5, MATERIAL_URANIUM = 3) price_tag = 2500 cell_type = /obj/item/cell/medium zoom_factors = list(1,2) diff --git a/code/modules/projectiles/guns/energy/plasma/excubitor.dm b/code/modules/projectiles/guns/energy/plasma/excubitor.dm index 9f5891b0df0..86b7716c7df 100644 --- a/code/modules/projectiles/guns/energy/plasma/excubitor.dm +++ b/code/modules/projectiles/guns/energy/plasma/excubitor.dm @@ -9,7 +9,7 @@ fire_sound = 'sound/weapons/energy/Laser.ogg' slot_flags = SLOT_BELT|SLOT_BACK w_class = ITEM_SIZE_BULKY - matter = list(MATERIAL_PLASTEEL = 30, MATERIAL_WOOD = 25, MATERIAL_GLASS = 5, MATERIAL_GOLD = 2, MATERIAL_BIOMATTER = 120, MATERIAL_STEEL = 30) + matter = list(MATERIAL_PLASTEEL = 20, MATERIAL_WOOD = 15, MATERIAL_GLASS = 5, MATERIAL_GOLD = 2, MATERIAL_BIOMATTER = 80, MATERIAL_STEEL = 15) suitable_cell = /obj/item/cell/medium/neotheology projectile_type = /obj/item/projectile/plasma/light force = WEAPON_FORCE_BRUTAL diff --git a/code/modules/projectiles/guns/energy/plasma/plasma.dm b/code/modules/projectiles/guns/energy/plasma/plasma.dm index cad5e435324..ab473c9ae79 100644 --- a/code/modules/projectiles/guns/energy/plasma/plasma.dm +++ b/code/modules/projectiles/guns/energy/plasma/plasma.dm @@ -8,7 +8,7 @@ w_class = ITEM_SIZE_HUGE slot_flags = SLOT_BACK force = WEAPON_FORCE_PAINFUL - matter = list(MATERIAL_PLASTEEL = 17, MATERIAL_WOOD = 8, MATERIAL_SILVER = 6, MATERIAL_URANIUM = 5) + matter = list(MATERIAL_PLASTEEL = 15, MATERIAL_WOOD = 8, MATERIAL_SILVER = 5, MATERIAL_URANIUM = 3) price_tag = 2000 origin_tech = list(TECH_COMBAT = 3, TECH_PLASMA = 2) fire_sound = 'sound/weapons/energy/pulse.ogg' @@ -50,7 +50,7 @@ desc = "An older \"Old Testament\" brand plasma rifle, developed in direct response to compete against the highly successful \"Cassad\" design. Reliable and capable of firing suppressive bursts of lower-temperature plasma." icon = 'icons/obj/guns/energy/destroyer.dmi' fire_sound = 'sound/weapons/energy/pulse.ogg' - matter = list(MATERIAL_PLASTEEL = 20, MATERIAL_WOOD = 8, MATERIAL_SILVER = 10, MATERIAL_URANIUM = 7) + matter = list(MATERIAL_PLASTEEL = 20, MATERIAL_WOOD = 8, MATERIAL_SILVER = 7, MATERIAL_URANIUM = 5) sel_mode = 1 projectile_type = /obj/item/projectile/beam/pulse origin_tech = list(TECH_COMBAT = 4, TECH_PLASMA = 3) @@ -74,7 +74,7 @@ w_class = ITEM_SIZE_SMALL slot_flags = SLOT_BELT|SLOT_BACK|SLOT_POCKET|SLOT_HOLSTER force = WEAPON_FORCE_PAINFUL - matter = list(MATERIAL_STEEL = 2, "biomatter" = 20) + matter = list(MATERIAL_STEEL = 2, MATERIAL_BIOMATTER = 10) disposable = TRUE origin_tech = list(TECH_COMBAT = 1, TECH_PLASMA = 1) price_tag = 250