From c06efa3d7e2ca7bcd04d2d5c4297c895b0d56417 Mon Sep 17 00:00:00 2001 From: Ertanic Date: Sat, 21 Sep 2024 00:35:32 +0300 Subject: [PATCH 1/7] Now the name of the target craft items is taken directly from the prototypes --- .../Construction/ConstructionSystem.cs | 31 +++++++- .../UI/ConstructionMenuPresenter.cs | 23 +++++- .../ConstructionSystem.Recipes.cs | 75 +++++++++++++++++++ .../Construction/ConstructionSystem.cs | 2 +- Content.Shared/Construction/Events.cs | 16 ++++ .../Prototypes/ConstructionPrototype.cs | 41 +++++----- .../ui/construction-menu-presenter.ftl | 2 + 7 files changed, 161 insertions(+), 29 deletions(-) create mode 100644 Content.Server/Construction/ConstructionSystem.Recipes.cs diff --git a/Content.Client/Construction/ConstructionSystem.cs b/Content.Client/Construction/ConstructionSystem.cs index f909b23423db1c..975ed71da06ba7 100644 --- a/Content.Client/Construction/ConstructionSystem.cs +++ b/Content.Client/Construction/ConstructionSystem.cs @@ -2,10 +2,8 @@ using Content.Client.Popups; using Content.Shared.Construction; using Content.Shared.Construction.Prototypes; -using Content.Shared.Construction.Steps; using Content.Shared.Examine; using Content.Shared.Input; -using Content.Shared.Interaction; using Content.Shared.Wall; using JetBrains.Annotations; using Robust.Client.GameObjects; @@ -32,6 +30,7 @@ public sealed class ConstructionSystem : SharedConstructionSystem private readonly Dictionary _ghosts = new(); private readonly Dictionary _guideCache = new(); + private Dictionary? _recipeMetadataCache; public bool CraftingEnabled { get; private set; } @@ -40,6 +39,9 @@ public override void Initialize() { base.Initialize(); + SubscribeNetworkEvent(OnResponseConstructionRecipes); + RaiseNetworkEvent(new RequestConstructionRecipes()); + UpdatesOutsidePrediction = true; SubscribeLocalEvent(HandlePlayerAttached); SubscribeNetworkEvent(HandleAckStructure); @@ -57,6 +59,13 @@ public override void Initialize() SubscribeLocalEvent(HandleConstructionGhostExamined); } + public event EventHandler? OnConstructionRecipesUpdated; + private void OnResponseConstructionRecipes(ResponseConstructionRecipes ev) + { + _recipeMetadataCache = ev.Metadata; + OnConstructionRecipesUpdated?.Invoke(this, EventArgs.Empty); + } + private void OnConstructionGuideReceived(ResponseConstructionGuide ev) { _guideCache[ev.ConstructionId] = ev.Guide; @@ -71,6 +80,22 @@ public override void Shutdown() CommandBinds.Unregister(); } + public bool TryGetRecipeMetadata(string constructionId, [NotNullWhen(true)] out RecipeMetadata? metadata) + { + if (_recipeMetadataCache == null) + { + metadata = null; + return false; + } + + if (_recipeMetadataCache.TryGetValue(constructionId, out metadata)) + return true; + + metadata = null; + return false; + + } + public ConstructionGuide? GetGuide(ConstructionPrototype prototype) { if (_guideCache.TryGetValue(prototype.ID, out var guide)) @@ -89,7 +114,7 @@ private void HandleConstructionGhostExamined(EntityUid uid, ConstructionGhostCom { args.PushMarkup(Loc.GetString( "construction-ghost-examine-message", - ("name", component.Prototype.Name))); + ("name", component.Prototype.Name!))); if (!_prototypeManager.TryIndex(component.Prototype.Graph, out ConstructionGraphPrototype? graph)) return; diff --git a/Content.Client/Construction/UI/ConstructionMenuPresenter.cs b/Content.Client/Construction/UI/ConstructionMenuPresenter.cs index c315cdedb2ca92..dc5999fa48b5e2 100644 --- a/Content.Client/Construction/UI/ConstructionMenuPresenter.cs +++ b/Content.Client/Construction/UI/ConstructionMenuPresenter.cs @@ -1,7 +1,6 @@ using System.Linq; using Content.Client.UserInterface.Systems.MenuBar.Widgets; using Content.Shared.Construction.Prototypes; -using Content.Shared.Tag; using Content.Shared.Whitelist; using Robust.Client.GameObjects; using Robust.Client.Graphics; @@ -11,7 +10,6 @@ using Robust.Client.UserInterface.Controls; using Robust.Client.Utility; using Robust.Shared.Enums; -using Robust.Shared.Graphics; using Robust.Shared.Prototypes; using static Robust.Client.UserInterface.Controls.BaseButton; @@ -175,6 +173,17 @@ private void OnViewPopulateRecipes(object? sender, (string search, string catago || _whitelistSystem.IsWhitelistFail(recipe.EntityWhitelist, _playerManager.LocalEntity.Value)) continue; + if (_constructionSystem is not null && + _constructionSystem.TryGetRecipeMetadata(recipe.ID, out var recipeMetadata)) + { + recipe.Name = recipeMetadata.Name; + recipe.Description = recipeMetadata.Description; + } + + // If nothing is found, we use a fallback. + recipe.Name ??= Loc.GetString("construction-presenter-fallback"); + recipe.Description ??= Loc.GetString("construction-presenter-fallback"); + if (!string.IsNullOrEmpty(search)) { if (!recipe.Name.ToLowerInvariant().Contains(search.Trim().ToLowerInvariant())) @@ -261,7 +270,7 @@ private void PopulateInfo(ConstructionPrototype prototype) _constructionView.ClearRecipeInfo(); _constructionView.SetRecipeInfo( - prototype.Name, prototype.Description, spriteSys.Frame0(prototype.Icon), + prototype.Name!, prototype.Description!, spriteSys.Frame0(prototype.Icon), prototype.Type != ConstructionType.Item, !_favoritedRecipes.Contains(prototype)); @@ -415,9 +424,16 @@ private void SystemBindingChanged(ConstructionSystem? newSystem) } } + // We will update the UI as soon as the client system receives the response. + private void OnConstructionRecipesUpdated(object? sender, EventArgs e) + { + OnViewPopulateRecipes(_constructionView, (string.Empty, string.Empty)); + } + private void BindToSystem(ConstructionSystem system) { _constructionSystem = system; + system.OnConstructionRecipesUpdated += OnConstructionRecipesUpdated; system.ToggleCraftingWindow += SystemOnToggleMenu; system.FlipConstructionPrototype += SystemFlipConstructionPrototype; system.CraftingAvailabilityChanged += SystemCraftingAvailabilityChanged; @@ -435,6 +451,7 @@ private void UnbindFromSystem() if (system is null) throw new InvalidOperationException(); + system.OnConstructionRecipesUpdated -= OnConstructionRecipesUpdated; system.ToggleCraftingWindow -= SystemOnToggleMenu; system.FlipConstructionPrototype -= SystemFlipConstructionPrototype; system.CraftingAvailabilityChanged -= SystemCraftingAvailabilityChanged; diff --git a/Content.Server/Construction/ConstructionSystem.Recipes.cs b/Content.Server/Construction/ConstructionSystem.Recipes.cs new file mode 100644 index 00000000000000..116ae2fc77dcc2 --- /dev/null +++ b/Content.Server/Construction/ConstructionSystem.Recipes.cs @@ -0,0 +1,75 @@ +using Content.Shared.Construction; +using Content.Shared.Construction.Prototypes; +using Robust.Shared.Prototypes; + +namespace Content.Server.Construction; + +public sealed partial class ConstructionSystem : SharedConstructionSystem +{ + [Dependency] private readonly IPrototypeManager _prototypeManager = default!; + + private Dictionary? _recipesMetadataCache; + + private void InitializeRecipes() + { + SubscribeNetworkEvent(OnRecipeRequested); + } + + private void OnRecipeRequested(RequestConstructionRecipes msg, EntitySessionEventArgs args) + { + if (_recipesMetadataCache is null) + { + _recipesMetadataCache = new(); + foreach (var constructionProto in _prototypeManager.EnumeratePrototypes()) + { + if (!_prototypeManager.TryIndex(constructionProto.Graph, out var graphProto)) + continue; + + if (constructionProto.TargetNode is not {} targetNodeId) + continue; + + if (!graphProto.Nodes.TryGetValue(targetNodeId, out var targetNode)) + continue; + + // Recursion is for wimps. + var stack = new Stack(); + stack.Push(targetNode); + + do + { + var node = stack.Pop(); + + // I never realized if this uid affects anything... + EntityUid? userUid = args.SenderSession.State.ControlledEntity.HasValue + ? GetEntity(args.SenderSession.State.ControlledEntity.Value) + : null; + + // We try to get the id of the target prototype, if it fails, we try going through the edges. + if (node.Entity.GetId(null, userUid, new(EntityManager)) is not { } entityId) + { + // If the stack is not empty, there is a high probability that the loop will go to infinity. + if (stack.Count == 0) + foreach (var edge in node.Edges) + if (graphProto.Nodes.TryGetValue(edge.Target, out var graphNode)) + stack.Push(graphNode); + continue; + } + + // If we got the id of the prototype, we exit the “recursion” by clearing the stack. + stack.Clear(); + + if (!_prototypeManager.TryIndex(entityId, out var entity)) + continue; + + RecipeMetadata meta = _prototypeManager.TryIndex(entityId, out var proto) + ? new(proto.Name, proto.Description) + : new(null, null); + + _recipesMetadataCache.Add(constructionProto.ID, meta); + } while (stack.Count > 0); + } + } + + RaiseNetworkEvent(new ResponseConstructionRecipes(_recipesMetadataCache), args.SenderSession.Channel); + } +} diff --git a/Content.Server/Construction/ConstructionSystem.cs b/Content.Server/Construction/ConstructionSystem.cs index 9d881dcef04a94..d08911f55c2109 100644 --- a/Content.Server/Construction/ConstructionSystem.cs +++ b/Content.Server/Construction/ConstructionSystem.cs @@ -4,7 +4,6 @@ using Content.Shared.DoAfter; using JetBrains.Annotations; using Robust.Server.Containers; -using Robust.Shared.Prototypes; using Robust.Shared.Random; using SharedToolSystem = Content.Shared.Tools.Systems.SharedToolSystem; @@ -26,6 +25,7 @@ public override void Initialize() { base.Initialize(); + InitializeRecipes(); InitializeComputer(); InitializeGraphs(); InitializeGuided(); diff --git a/Content.Shared/Construction/Events.cs b/Content.Shared/Construction/Events.cs index 12f2c198a3acd9..a8ab47d7b7417c 100644 --- a/Content.Shared/Construction/Events.cs +++ b/Content.Shared/Construction/Events.cs @@ -80,6 +80,22 @@ public AckStructureConstructionMessage(int ghostId, NetEntity? uid = null) } } +[Serializable, NetSerializable] +public sealed class RequestConstructionRecipes : EntityEventArgs; + +[Serializable, NetSerializable] +public sealed class ResponseConstructionRecipes : EntityEventArgs +{ + public readonly Dictionary Metadata; + public ResponseConstructionRecipes(Dictionary metadata) + { + Metadata = metadata; + } +} + +[Serializable, NetSerializable] +public sealed record RecipeMetadata(string? Name, string? Description); + /// /// Sent client -> server to request a specific construction guide. /// diff --git a/Content.Shared/Construction/Prototypes/ConstructionPrototype.cs b/Content.Shared/Construction/Prototypes/ConstructionPrototype.cs index a97b045cd83399..d695c2cb93c0ad 100644 --- a/Content.Shared/Construction/Prototypes/ConstructionPrototype.cs +++ b/Content.Shared/Construction/Prototypes/ConstructionPrototype.cs @@ -1,12 +1,11 @@ using Content.Shared.Construction.Conditions; using Content.Shared.Whitelist; using Robust.Shared.Prototypes; -using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; using Robust.Shared.Utility; namespace Content.Shared.Construction.Prototypes; -[Prototype("construction")] +[Prototype] public sealed partial class ConstructionPrototype : IPrototype { [DataField("conditions")] private List _conditions = new(); @@ -14,43 +13,41 @@ public sealed partial class ConstructionPrototype : IPrototype /// /// Hide from the construction list /// - [DataField("hide")] + [DataField] public bool Hide = false; /// /// Friendly name displayed in the construction GUI. /// - [DataField("name")] - public string Name = string.Empty; + public string? Name; /// /// "Useful" description displayed in the construction GUI. /// - [DataField("description")] - public string Description = string.Empty; + public string? Description; /// /// The this construction will be using. /// - [DataField("graph", customTypeSerializer: typeof(PrototypeIdSerializer), required: true)] - public string Graph = string.Empty; + [DataField(required: true)] + public ProtoId Graph { get; private set; } = default!; /// /// The target this construction will guide the user to. /// - [DataField("targetNode")] - public string TargetNode = string.Empty; + [DataField(required: true)] + public string TargetNode { get; private set; } = default!; /// /// The starting this construction will start at. /// - [DataField("startNode")] - public string StartNode = string.Empty; + [DataField(required: true)] + public string StartNode { get; private set; } = default!; /// /// Texture path inside the construction GUI. /// - [DataField("icon")] + [DataField] public SpriteSpecifier Icon = SpriteSpecifier.Invalid; /// @@ -62,17 +59,17 @@ public sealed partial class ConstructionPrototype : IPrototype /// /// If you can start building or complete steps on impassable terrain. /// - [DataField("canBuildInImpassable")] + [DataField] public bool CanBuildInImpassable { get; private set; } /// /// If not null, then this is used to check if the entity trying to construct this is whitelisted. /// If they're not whitelisted, hide the item. /// - [DataField("entityWhitelist")] - public EntityWhitelist? EntityWhitelist = null; + [DataField] + public EntityWhitelist? EntityWhitelist { get; private set; } - [DataField("category")] public string Category { get; private set; } = ""; + [DataField] public string Category { get; private set; } = default!; [DataField("objectType")] public ConstructionType Type { get; private set; } = ConstructionType.Structure; @@ -80,20 +77,20 @@ public sealed partial class ConstructionPrototype : IPrototype [IdDataField] public string ID { get; private set; } = default!; - [DataField("placementMode")] + [DataField] public string PlacementMode = "PlaceFree"; /// /// Whether this construction can be constructed rotated or not. /// - [DataField("canRotate")] + [DataField] public bool CanRotate = true; /// /// Construction to replace this construction with when the current one is 'flipped' /// - [DataField("mirror", customTypeSerializer: typeof(PrototypeIdSerializer))] - public string? Mirror; + [DataField] + public ProtoId? Mirror { get; private set; } public IReadOnlyList Conditions => _conditions; public IReadOnlyList Layers => _layers ?? new List { Icon }; diff --git a/Resources/Locale/en-US/construction/ui/construction-menu-presenter.ftl b/Resources/Locale/en-US/construction/ui/construction-menu-presenter.ftl index c51752f54a243b..136644350a3a36 100644 --- a/Resources/Locale/en-US/construction/ui/construction-menu-presenter.ftl +++ b/Resources/Locale/en-US/construction/ui/construction-menu-presenter.ftl @@ -7,3 +7,5 @@ construction-presenter-tool-step = Use a {LOC($tool)}. construction-presenter-material-step = Add {$amount}x {LOC($material)}. construction-presenter-arbitrary-step = Add {LOC($name)}. construction-presenter-temperature-step = Heat to {$temperature}. + +construction-presenter-fallback = unknown From c71c2ebcfbb463a04a2561ab3d06d163135eb767 Mon Sep 17 00:00:00 2001 From: Ertanic Date: Sat, 21 Sep 2024 02:26:35 +0300 Subject: [PATCH 2/7] Deleting unnecessary fields --- .../Prototypes/Recipes/Construction/fun.yml | 2 - .../Recipes/Construction/furniture.yml | 110 ---------- .../Recipes/Construction/lighting.yml | 12 -- .../Recipes/Construction/machines.yml | 17 -- .../Recipes/Construction/materials.yml | 24 --- .../Recipes/Construction/modular.yml | 4 - .../Recipes/Construction/storage.yml | 26 --- .../Recipes/Construction/structures.yml | 196 ------------------ .../Prototypes/Recipes/Construction/tools.yml | 10 - .../Recipes/Construction/utilities.yml | 99 --------- .../Recipes/Construction/weapons.yml | 32 --- .../Prototypes/Recipes/Construction/web.yml | 12 -- .../Prototypes/Recipes/Crafting/artifact.yml | 2 - .../Prototypes/Recipes/Crafting/bots.yml | 12 -- .../Prototypes/Recipes/Crafting/crates.yml | 18 +- .../Recipes/Crafting/improvised.yml | 34 --- .../Prototypes/Recipes/Crafting/potato.yml | 8 +- .../Recipes/Crafting/smokeables.yml | 16 -- .../Prototypes/Recipes/Crafting/tallbox.yml | 8 +- .../Prototypes/Recipes/Crafting/tiles.yml | 42 +--- .../Prototypes/Recipes/Crafting/toys.yml | 4 - Resources/Prototypes/Recipes/Crafting/web.yml | 14 -- 22 files changed, 6 insertions(+), 696 deletions(-) diff --git a/Resources/Prototypes/Recipes/Construction/fun.yml b/Resources/Prototypes/Recipes/Construction/fun.yml index 46d43e73729c30..2363222e099949 100644 --- a/Resources/Prototypes/Recipes/Construction/fun.yml +++ b/Resources/Prototypes/Recipes/Construction/fun.yml @@ -1,10 +1,8 @@ - type: construction - name: bananium horn id: HornBananium graph: BananiumHorn startNode: start targetNode: bananiumHorn category: construction-category-weapons - description: An air horn made from bananium. icon: { sprite: Objects/Fun/bananiumhorn.rsi, state: icon } objectType: Item diff --git a/Resources/Prototypes/Recipes/Construction/furniture.yml b/Resources/Prototypes/Recipes/Construction/furniture.yml index 80e65fdac391b5..929085512d8708 100644 --- a/Resources/Prototypes/Recipes/Construction/furniture.yml +++ b/Resources/Prototypes/Recipes/Construction/furniture.yml @@ -1,12 +1,10 @@ #chairs - type: construction - name: chair id: Chair graph: Seat startNode: start targetNode: chair category: construction-category-furniture - description: You sit in this. Either by will or force. icon: sprite: Structures/Furniture/chairs.rsi state: chair @@ -17,13 +15,11 @@ - !type:TileNotBlocked - type: construction - name: stool id: Stool graph: Seat startNode: start targetNode: stool category: construction-category-furniture - description: You sit in this. Either by will or force. icon: sprite: Structures/Furniture/chairs.rsi state: stool @@ -34,13 +30,11 @@ - !type:TileNotBlocked - type: construction - name: bar stool id: StoolBar graph: Seat startNode: start targetNode: stoolBar category: construction-category-furniture - description: You sit in this. Either by will or force. icon: sprite: Structures/Furniture/chairs.rsi state: bar @@ -51,13 +45,11 @@ - !type:TileNotBlocked - type: construction - name: brass chair id: ChairBrass graph: Seat startNode: start targetNode: chairBrass category: construction-category-furniture - description: You sit in this. Either by will or force. icon: sprite: Structures/Furniture/chairs.rsi state: brass_chair @@ -68,13 +60,11 @@ - !type:TileNotBlocked - type: construction - name: office chair id: ChairOfficeLight graph: Seat startNode: start targetNode: chairOffice category: construction-category-furniture - description: You sit in this. Either by will or force. icon: sprite: Structures/Furniture/chairs.rsi state: office-white @@ -85,13 +75,11 @@ - !type:TileNotBlocked - type: construction - name: dark office chair id: ChairOfficeDark graph: Seat startNode: start targetNode: chairOfficeDark category: construction-category-furniture - description: You sit in this. Either by will or force. icon: sprite: Structures/Furniture/chairs.rsi state: office-dark @@ -102,13 +90,11 @@ - !type:TileNotBlocked - type: construction - name: comfy chair id: ChairComfy graph: Seat startNode: start targetNode: chairComfy category: construction-category-furniture - description: It looks comfy. icon: sprite: Structures/Furniture/chairs.rsi state: comfy @@ -119,13 +105,11 @@ - !type:TileNotBlocked - type: construction - name: pilots chair id: chairPilotSeat graph: Seat startNode: start targetNode: chairPilotSeat category: construction-category-furniture - description: Fit for a captain. icon: sprite: Structures/Furniture/chairs.rsi state: shuttle @@ -136,13 +120,11 @@ - !type:TileNotBlocked - type: construction - name: wooden chair id: ChairWood graph: Seat startNode: start targetNode: chairWood category: construction-category-furniture - description: You sit in this. Either by will or force. icon: sprite: Structures/Furniture/chairs.rsi state: wooden @@ -153,13 +135,11 @@ - !type:TileNotBlocked - type: construction - name: meat chair id: ChairMeat graph: Seat startNode: start targetNode: chairMeat category: construction-category-furniture - description: Uncomfortably sweaty. icon: sprite: Structures/Furniture/chairs.rsi state: meat @@ -170,13 +150,11 @@ - !type:TileNotBlocked - type: construction - name: ritual chair id: ChairRitual graph: RitualSeat startNode: start targetNode: chairRitual category: construction-category-furniture - description: A strangely carved chair. icon: sprite: Structures/Furniture/chairs.rsi state: ritual @@ -187,13 +165,11 @@ - !type:TileNotBlocked - type: construction - name: folding chair id: ChairFolding graph: Seat startNode: start targetNode: chairFolding category: construction-category-furniture - description: An easy to carry chair. icon: sprite: Structures/Furniture/folding_chair.rsi state: folding @@ -204,13 +180,11 @@ - !type:TileNotBlocked - type: construction - name: steel bench id: ChairSteelBench graph: Seat startNode: start targetNode: chairSteelBench category: construction-category-furniture - description: A long chair made for a metro. Really standard design. icon: sprite: Structures/Furniture/chairs.rsi state: steel-bench @@ -221,13 +195,11 @@ - !type:TileNotBlocked - type: construction - name: wooden bench id: ChairWoodBench graph: Seat startNode: start targetNode: chairWoodBench category: construction-category-furniture - description: Did you get a splinter? Well, at least it’s eco friendly. icon: sprite: Structures/Furniture/chairs.rsi state: wooden-bench @@ -238,13 +210,11 @@ - !type:TileNotBlocked - type: construction - name: comfortable red bench id: RedComfBench graph: Seat startNode: start targetNode: redComfBench category: construction-category-furniture - description: A bench with an extremely comfortable backrest. icon: sprite: Structures/Furniture/Bench/comf_bench.rsi state: full @@ -255,13 +225,11 @@ - !type:TileNotBlocked - type: construction - name: comfortable blue bench id: BlueComfBench graph: Seat startNode: start targetNode: blueComfBench category: construction-category-furniture - description: A bench with an extremely comfortable backrest. icon: sprite: Structures/Furniture/Bench/comf_bench.rsi state: full @@ -273,13 +241,11 @@ #tables - type: construction - name: steel table id: Table graph: Table startNode: start targetNode: Table category: construction-category-furniture - description: A square piece of metal standing on four metal legs. icon: sprite: Structures/Furniture/Tables/generic.rsi state: full @@ -290,13 +256,11 @@ - !type:TileNotBlocked - type: construction - name: reinforced steel table id: TableReinforced graph: Table startNode: start targetNode: TableReinforced category: construction-category-furniture - description: A square piece of metal standing on four metal legs. Extra robust. icon: sprite: Structures/Furniture/Tables/reinforced.rsi state: full @@ -307,13 +271,11 @@ - !type:TileNotBlocked - type: construction - name: glass table id: TableGlass graph: Table startNode: start targetNode: TableGlass category: construction-category-furniture - description: A square piece of glass, standing on four metal legs. icon: sprite: Structures/Furniture/Tables/glass.rsi state: full @@ -324,13 +286,11 @@ - !type:TileNotBlocked - type: construction - name: reinforced glass table id: TableReinforcedGlass graph: Table startNode: start targetNode: TableReinforcedGlass category: construction-category-furniture - description: A square piece of glass, standing on four metal legs. Extra robust. icon: sprite: Structures/Furniture/Tables/r_glass.rsi state: full @@ -341,13 +301,11 @@ - !type:TileNotBlocked - type: construction - name: plasma glass table id: TablePlasmaGlass graph: Table startNode: start targetNode: TablePlasmaGlass category: construction-category-furniture - description: A square piece of plasma glass, standing on four metal legs. Pretty! icon: sprite: Structures/Furniture/Tables/plasma.rsi state: full @@ -358,13 +316,11 @@ - !type:TileNotBlocked - type: construction - name: brass table id: TableBrass graph: Table startNode: start targetNode: TableBrass category: construction-category-furniture - description: A shiny, corrosion resistant brass table. Steampunk! icon: sprite: Structures/Furniture/Tables/brass.rsi state: full @@ -375,13 +331,11 @@ - !type:TileNotBlocked - type: construction - name: wood table id: TableWood graph: Table startNode: start targetNode: TableWood category: construction-category-furniture - description: Do not apply fire to this. Rumour says it burns easily. icon: sprite: Structures/Furniture/Tables/wood.rsi state: full @@ -392,13 +346,11 @@ - !type:TileNotBlocked - type: construction - name: poker table id: TableCarpet graph: Table startNode: start targetNode: TableCarpet category: construction-category-furniture - description: A square piece of wood standing on four legs covered by a cloth. (What did you expect?) icon: sprite: Structures/Furniture/Tables/carpet.rsi state: full @@ -409,13 +361,11 @@ - !type:TileNotBlocked - type: construction - name: fancy black table id: TableFancyBlack graph: Table startNode: start targetNode: TableFancyBlack category: construction-category-furniture - description: A table covered with a beautiful cloth. icon: sprite: Structures/Furniture/Tables/Fancy/black.rsi state: full @@ -426,13 +376,11 @@ - !type:TileNotBlocked - type: construction - name: fancy blue table id: TableFancyBlue graph: Table startNode: start targetNode: TableFancyBlue category: construction-category-furniture - description: A table covered with a beautiful cloth. icon: sprite: Structures/Furniture/Tables/Fancy/blue.rsi state: full @@ -443,13 +391,11 @@ - !type:TileNotBlocked - type: construction - name: fancy cyan table id: TableFancyCyan graph: Table startNode: start targetNode: TableFancyCyan category: construction-category-furniture - description: A table covered with a beautiful cloth. icon: sprite: Structures/Furniture/Tables/Fancy/cyan.rsi state: full @@ -460,13 +406,11 @@ - !type:TileNotBlocked - type: construction - name: fancy green table id: TableFancyGreen graph: Table startNode: start targetNode: TableFancyGreen category: construction-category-furniture - description: A table covered with a beautiful cloth. icon: sprite: Structures/Furniture/Tables/Fancy/green.rsi state: full @@ -477,13 +421,11 @@ - !type:TileNotBlocked - type: construction - name: fancy orange table id: TableFancyOrange graph: Table startNode: start targetNode: TableFancyOrange category: construction-category-furniture - description: A table covered with a beautiful cloth. icon: sprite: Structures/Furniture/Tables/Fancy/orange.rsi state: full @@ -494,13 +436,11 @@ - !type:TileNotBlocked - type: construction - name: fancy purple table id: TableFancyPurple graph: Table startNode: start targetNode: TableFancyPurple category: construction-category-furniture - description: A table covered with a beautiful cloth. icon: sprite: Structures/Furniture/Tables/Fancy/purple.rsi state: full @@ -511,13 +451,11 @@ - !type:TileNotBlocked - type: construction - name: fancy pink table id: TableFancyPink graph: Table startNode: start targetNode: TableFancyPink category: construction-category-furniture - description: A table covered with a beautiful cloth. icon: sprite: Structures/Furniture/Tables/Fancy/pink.rsi state: full @@ -528,13 +466,11 @@ - !type:TileNotBlocked - type: construction - name: fancy red table id: TableFancyRed graph: Table startNode: start targetNode: TableFancyRed category: construction-category-furniture - description: A table covered with a beautiful cloth. icon: sprite: Structures/Furniture/Tables/Fancy/red.rsi state: full @@ -545,13 +481,11 @@ - !type:TileNotBlocked - type: construction - name: fancy white table id: TableFancyWhite graph: Table startNode: start targetNode: TableFancyWhite category: construction-category-furniture - description: A table covered with a beautiful cloth. icon: sprite: Structures/Furniture/Tables/Fancy/white.rsi state: full @@ -562,13 +496,11 @@ - !type:TileNotBlocked - type: construction - name: metal counter id: TableCounterMetal graph: Table startNode: start targetNode: CounterMetal category: construction-category-furniture - description: Looks like a good place to put a drink down. icon: sprite: Structures/Furniture/Tables/countermetal.rsi state: full @@ -579,13 +511,11 @@ - !type:TileNotBlocked - type: construction - name: wood counter id: TableCounterWood graph: Table startNode: start targetNode: CounterWood category: construction-category-furniture - description: Do not apply fire to this. Rumour says it burns easily. icon: sprite: Structures/Furniture/Tables/counterwood.rsi state: full @@ -597,13 +527,11 @@ #bathroom - type: construction - name: toilet id: ToiletEmpty graph: Toilet startNode: start targetNode: toilet category: construction-category-furniture - description: A human excrement flushing apparatus. icon: sprite: Structures/Furniture/toilet.rsi state: disposal @@ -616,8 +544,6 @@ #bedroom - type: construction id: Bed - name: bed - description: This is used to lie in, sleep in or strap on. Resting here provides extremely slow healing. graph: bed startNode: start targetNode: bed @@ -633,8 +559,6 @@ - type: construction id: MedicalBed - name: medical bed - description: A hospital bed for patients to recover in. Resting here provides fairly slow healing. graph: bed startNode: start targetNode: medicalbed @@ -650,8 +574,6 @@ - type: construction id: DogBed - name: dog bed - description: A comfy-looking dog bed. You can even strap your pet in, in case the gravity turns off. graph: bed startNode: start targetNode: dogbed @@ -667,8 +589,6 @@ - type: construction id: Dresser - name: dresser - description: Wooden dresser, can store things inside itself. graph: Dresser startNode: start targetNode: dresser @@ -685,8 +605,6 @@ #racks - type: construction id: Rack - name: rack - description: A rack for storing things on. graph: Rack startNode: start targetNode: Rack @@ -703,8 +621,6 @@ #misc - type: construction id: MeatSpike - name: meat spike - description: A spike found in kitchens butchering animals. graph: MeatSpike startNode: start targetNode: MeatSpike @@ -720,8 +636,6 @@ - type: construction id: Curtains - name: curtains - description: Contains less than 1% mercury. graph: Curtains startNode: start targetNode: Curtains @@ -735,8 +649,6 @@ - type: construction id: CurtainsBlack - name: black curtains - description: Hides what others shouldn't see. graph: Curtains startNode: start targetNode: CurtainsBlack @@ -750,8 +662,6 @@ - type: construction id: CurtainsBlue - name: blue curtains - description: Hides what others shouldn't see. graph: Curtains startNode: start targetNode: CurtainsBlue @@ -765,8 +675,6 @@ - type: construction id: CurtainsCyan - name: cyan curtains - description: Hides what others shouldn't see. graph: Curtains startNode: start targetNode: CurtainsCyan @@ -780,8 +688,6 @@ - type: construction id: CurtainsGreen - name: green curtains - description: Hides what others shouldn't see. graph: Curtains startNode: start targetNode: CurtainsGreen @@ -795,8 +701,6 @@ - type: construction id: CurtainsOrange - name: orange curtains - description: Hides what others shouldn't see. graph: Curtains startNode: start targetNode: CurtainsOrange @@ -810,8 +714,6 @@ - type: construction id: CurtainsPink - name: pink curtains - description: Hides what others shouldn't see. graph: Curtains startNode: start targetNode: CurtainsPink @@ -825,8 +727,6 @@ - type: construction id: CurtainsPurple - name: purple curtains - description: Hides what others shouldn't see. graph: Curtains startNode: start targetNode: CurtainsPurple @@ -840,8 +740,6 @@ - type: construction id: CurtainsRed - name: red curtains - description: Hides what others shouldn't see. graph: Curtains startNode: start targetNode: CurtainsRed @@ -855,8 +753,6 @@ - type: construction id: CurtainsWhite - name: white curtains - description: Hides what others shouldn't see. graph: Curtains startNode: start targetNode: CurtainsWhite @@ -870,8 +766,6 @@ - type: construction id: Bookshelf - name: bookshelf - description: Mostly filled with books. graph: Bookshelf startNode: start targetNode: bookshelf @@ -887,8 +781,6 @@ - type: construction id: NoticeBoard - name: notice board - description: Wooden notice board, can store paper inside itself. graph: NoticeBoard startNode: start targetNode: noticeBoard @@ -905,8 +797,6 @@ - type: construction id: Mannequin - name: mannequin - description: Wooden mannequin designed for clothing displaying graph: Mannequin startNode: start targetNode: mannequin diff --git a/Resources/Prototypes/Recipes/Construction/lighting.yml b/Resources/Prototypes/Recipes/Construction/lighting.yml index 0533f70f1ac440..02b81a4ab00dd6 100644 --- a/Resources/Prototypes/Recipes/Construction/lighting.yml +++ b/Resources/Prototypes/Recipes/Construction/lighting.yml @@ -1,65 +1,53 @@ - type: construction - name: cyan light tube id: CyanLight graph: CyanLight startNode: start targetNode: icon category: construction-category-utilities - description: A high powered light tube containing a cyan crystal icon: { sprite: Objects/Power/light_tube.rsi, state: normal } objectType: Item - type: construction - name: blue light tube id: BlueLight graph: BlueLight startNode: start targetNode: icon category: construction-category-utilities - description: A high powered light tube containing a blue crystal icon: { sprite: Objects/Power/light_tube.rsi, state: normal } objectType: Item - type: construction - name: pink light tube id: PinkLight graph: PinkLight startNode: start targetNode: icon category: construction-category-utilities - description: A high powered light tube containing a pink crystal icon: { sprite: Objects/Power/light_tube.rsi, state: normal } objectType: Item - type: construction - name: orange light tube id: OrangeLight graph: OrangeLight startNode: start targetNode: icon category: construction-category-utilities - description: A high powered light tube containing an orange crystal icon: { sprite: Objects/Power/light_tube.rsi, state: normal } objectType: Item - type: construction - name: red light tube id: RedLight graph: RedLight startNode: start targetNode: icon category: construction-category-utilities - description: A high powered light tube containing a red crystal icon: { sprite: Objects/Power/light_tube.rsi, state: normal } objectType: Item - type: construction - name: green light tube id: GreenLight graph: GreenLight startNode: start targetNode: icon category: construction-category-utilities - description: A high powered light tube containing a green crystal icon: { sprite: Objects/Power/light_tube.rsi, state: normal } objectType: Item diff --git a/Resources/Prototypes/Recipes/Construction/machines.yml b/Resources/Prototypes/Recipes/Construction/machines.yml index 4026d5c98a6fc5..8fd741a2c0bfca 100644 --- a/Resources/Prototypes/Recipes/Construction/machines.yml +++ b/Resources/Prototypes/Recipes/Construction/machines.yml @@ -1,11 +1,9 @@ - type: construction - name: computer id: Computer graph: Computer startNode: start targetNode: computer category: construction-category-machines - description: A frame used to construct anything with a computer circuitboard. placementMode: SnapgridCenter canBuildInImpassable: false icon: @@ -13,8 +11,6 @@ state: 4 - type: construction - name: machine frame - description: A machine under construction. Needs more parts. id: MachineFrame graph: Machine startNode: start @@ -34,7 +30,6 @@ startNode: start targetNode: LeverNode category: construction-category-machines - description: A lever to control machines. It has 3 modes. objectType: Structure canBuildInImpassable: false icon: @@ -44,13 +39,11 @@ - !type:TileNotBlocked - type: construction - name: light switch id: LightSwitchRecipe graph: LightSwitchGraph startNode: start targetNode: LightSwitchNode category: construction-category-machines - description: A switch for toggling lights that are connected to the same apc. icon: sprite: Structures/Wallmounts/switch.rsi state: on @@ -62,13 +55,11 @@ - !type:WallmountCondition - type: construction - name: signal switch id: SignalSwitchRecipe graph: SignalSwitchGraph startNode: start targetNode: SignalSwitchNode category: construction-category-machines - description: It's a switch for toggling power to things. icon: sprite: Structures/Wallmounts/switch.rsi state: on @@ -80,13 +71,11 @@ - !type:WallmountCondition - type: construction - name: signal button id: SignalButtonRecipe graph: SignalButtonGraph startNode: start targetNode: SignalButtonNode category: construction-category-machines - description: It's a button for activating something. icon: sprite: Structures/Wallmounts/switch.rsi state: on @@ -98,13 +87,11 @@ - !type:WallmountCondition - type: construction - name: directional light switch id: LightSwitchDirectionalRecipe graph: LightSwitchDirectionalGraph startNode: start targetNode: LightSwitchDirectionalNode category: construction-category-machines - description: A switch for toggling lights that are connected to the same apc. icon: sprite: Structures/Wallmounts/switch.rsi state: on @@ -116,13 +103,11 @@ - !type:WallmountCondition - type: construction - name: directional signal switch id: SignalSwitchDirectionalRecipe graph: SignalSwitchDirectionalGraph startNode: start targetNode: SignalSwitchDirectionalNode category: construction-category-machines - description: It's a switch for toggling power to things. icon: sprite: Structures/Wallmounts/switch.rsi state: on @@ -134,13 +119,11 @@ - !type:WallmountCondition - type: construction - name: directional signal button id: SignalButtonDirectionalRecipe graph: SignalButtonDirectionalGraph startNode: start targetNode: SignalButtonDirectionalNode category: construction-category-machines - description: It's a button for activating something. icon: sprite: Structures/Wallmounts/switch.rsi state: on diff --git a/Resources/Prototypes/Recipes/Construction/materials.yml b/Resources/Prototypes/Recipes/Construction/materials.yml index d644538a452f96..4ac64dbe518208 100644 --- a/Resources/Prototypes/Recipes/Construction/materials.yml +++ b/Resources/Prototypes/Recipes/Construction/materials.yml @@ -1,17 +1,13 @@ - type: construction - name: metal rod id: MetalRod graph: MetalRod startNode: start targetNode: MetalRod category: construction-category-materials - description: A sturdy metal rod that can be used for various purposes. icon: { sprite: Objects/Materials/parts.rsi, state: rods } objectType: Item - type: construction - name: reinforced glass - description: A reinforced sheet of glass. id: SheetRGlass graph: Glass startNode: start @@ -21,8 +17,6 @@ objectType: Item - type: construction - name: clockwork glass - description: A brass-reinforced sheet of glass. id: SheetClockworkGlass graph: Glass startNode: start @@ -32,8 +26,6 @@ objectType: Item - type: construction - name: plasma glass - description: A sheet of translucent plasma. id: SheetPGlass graph: Glass startNode: start @@ -43,8 +35,6 @@ objectType: Item - type: construction - name: reinforced plasma glass - description: A reinforced sheet of translucent plasma. id: SheetRPGlass graph: Glass startNode: start @@ -54,8 +44,6 @@ objectType: Item - type: construction - name: reinforced plasma glass - description: A reinforced sheet of translucent plasma. id: SheetRPGlass0 graph: Glass startNode: start @@ -65,8 +53,6 @@ objectType: Item - type: construction - name: reinforced plasma glass - description: A reinforced sheet of translucent plasma. id: SheetRPGlass1 graph: Glass startNode: start @@ -76,19 +62,15 @@ objectType: Item - type: construction - name: durathread id: MaterialDurathread graph: Durathread startNode: start targetNode: MaterialDurathread category: construction-category-materials - description: A high-quality thread used to make durable clothes. icon: { sprite: Objects/Materials/materials.rsi, state: durathread } objectType: Item - type: construction - name: uranium glass - description: A sheet of uranium glass. id: SheetUGlass graph: Glass startNode: start @@ -98,8 +80,6 @@ objectType: Item - type: construction - name: reinforced uranium glass - description: A reinforced sheet of uranium glass. id: SheetRUGlass graph: Glass startNode: start @@ -109,8 +89,6 @@ objectType: Item - type: construction - name: reinforced uranium glass - description: A reinforced sheet of uranium glass. id: SheetRUGlass0 graph: Glass startNode: start @@ -120,8 +98,6 @@ objectType: Item - type: construction - name: reinforced uranium glass - description: A reinforced sheet of uranium glass. id: SheetRUGlass1 graph: Glass startNode: start diff --git a/Resources/Prototypes/Recipes/Construction/modular.yml b/Resources/Prototypes/Recipes/Construction/modular.yml index affacb098b81b1..8775acc6f7596f 100644 --- a/Resources/Prototypes/Recipes/Construction/modular.yml +++ b/Resources/Prototypes/Recipes/Construction/modular.yml @@ -1,24 +1,20 @@ - type: construction - name: modular grenade id: ModularGrenadeRecipe graph: ModularGrenadeGraph startNode: start targetNode: grenade category: construction-category-weapons - description: Construct a grenade using a trigger and a payload. icon: sprite: Objects/Weapons/Grenades/modular.rsi state: complete objectType: Item - type: construction - name: modular mine id: ModularMineRecipe graph: ModularMineGraph startNode: start targetNode: mine category: construction-category-weapons - description: Construct a landmine using a payload. icon: sprite: Objects/Misc/landmine.rsi state: landmine diff --git a/Resources/Prototypes/Recipes/Construction/storage.yml b/Resources/Prototypes/Recipes/Construction/storage.yml index 48f6dd4d034b06..b1625567a7ac60 100644 --- a/Resources/Prototypes/Recipes/Construction/storage.yml +++ b/Resources/Prototypes/Recipes/Construction/storage.yml @@ -1,8 +1,6 @@ #bureaucracy - type: construction id: FilingCabinet - name: filing cabinet - description: A cabinet for all your filing needs. graph: FilingCabinet startNode: start targetNode: filingCabinet @@ -18,8 +16,6 @@ - type: construction id: TallCabinet - name: tall cabinet - description: A cabinet for all your filing needs. graph: FilingCabinet startNode: start targetNode: tallCabinet @@ -35,8 +31,6 @@ - type: construction id: ChestDrawer - name: chest drawer - description: A small drawer for all your filing needs, Now with wheels! graph: FilingCabinet startNode: start targetNode: chestDrawer @@ -53,8 +47,6 @@ # ItemCabinets - type: construction id: ShowCase - name: showcase - description: A sturdy showcase for an expensive exhibit. graph: GlassBox startNode: start targetNode: glassBox @@ -72,8 +64,6 @@ # Normals - type: construction id: ShelfWood - name: wooden shelf - description: A convenient place to place, well, anything really. graph: Shelf startNode: start targetNode: ShelfWood @@ -88,8 +78,6 @@ - type: construction id: ShelfMetal - name: metal shelf - description: A sturdy place to place, well, anything really. graph: Shelf startNode: start targetNode: ShelfMetal @@ -104,8 +92,6 @@ - type: construction id: ShelfGlass - name: glass shelf - description: Just like a normal shelf! But fragile and without the walls! graph: Shelf startNode: start targetNode: ShelfGlass @@ -121,8 +107,6 @@ # Reinforced - type: construction id: ShelfRWood - name: sturdy wooden shelf - description: The perfect place to store all your vintage records. graph: Shelf startNode: start targetNode: ShelfRWood @@ -137,8 +121,6 @@ - type: construction id: ShelfRMetal - name: sturdy metal shelf - description: Nice and strong, and keeps your maints loot secure. graph: Shelf startNode: start targetNode: ShelfRMetal @@ -153,8 +135,6 @@ - type: construction id: ShelfRGlass - name: sturdy glass shelf - description: See through, decent strength, shiny plastic case. Whats not to love? graph: Shelf startNode: start targetNode: ShelfRGlass @@ -170,8 +150,6 @@ # Departmental - type: construction id: ShelfBar - name: bar shelf - description: A convenient place for all your extra booze, specifically designed to hold more bottles! graph: Shelf startNode: start targetNode: ShelfBar @@ -186,8 +164,6 @@ - type: construction id: ShelfKitchen - name: kitchen shelf - description: Holds your knifes, spice, and everything nice! graph: Shelf startNode: start targetNode: ShelfKitchen @@ -202,8 +178,6 @@ - type: construction id: ShelfChemistry - name: chemical shelf - description: Perfect for keeping the most important chemicals safe, and out of the clumsy clowns hands! graph: Shelf startNode: start targetNode: ShelfChemistry diff --git a/Resources/Prototypes/Recipes/Construction/structures.yml b/Resources/Prototypes/Recipes/Construction/structures.yml index fee1217c165869..a6553464282969 100644 --- a/Resources/Prototypes/Recipes/Construction/structures.yml +++ b/Resources/Prototypes/Recipes/Construction/structures.yml @@ -1,11 +1,9 @@ - type: construction - name: girder id: Girder graph: Girder startNode: start targetNode: girder category: construction-category-structures - description: A large structural assembly made out of metal. icon: sprite: /Textures/Structures/Walls/solid.rsi state: wall_girder @@ -17,13 +15,11 @@ - !type:TileNotBlocked - type: construction - name: reinforced girder id: ReinforcedGirder graph: Girder startNode: start targetNode: reinforcedGirder category: construction-category-structures - description: A large structural assembly made out of metal and plasteel. icon: sprite: /Textures/Structures/Walls/solid.rsi state: reinforced_wall_girder @@ -35,13 +31,11 @@ - !type:TileNotBlocked - type: construction - name: wall gear id: ClockworkGirder graph: ClockworkGirder startNode: start targetNode: clockGirder category: construction-category-structures - description: A large gear with mounting brackets for additional plating. icon: sprite: /Textures/Structures/Walls/clock.rsi state: wall_gear @@ -53,13 +47,11 @@ - !type:TileNotBlocked - type: construction - name: wall id: Wall graph: Girder startNode: start targetNode: wall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/solid.rsi state: full @@ -71,13 +63,11 @@ - !type:TileNotBlocked - type: construction - name: reinforced wall id: ReinforcedWall graph: Girder startNode: start targetNode: reinforcedWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/solid.rsi state: rgeneric @@ -89,13 +79,11 @@ - !type:TileNotBlocked - type: construction - name: clock wall id: WallClock graph: ClockworkGirder startNode: start targetNode: clockworkWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/clock.rsi state: full @@ -107,13 +95,11 @@ - !type:TileNotBlocked # here - type: construction - name: wood wall id: WoodWall graph: Girder startNode: start targetNode: woodWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/wood.rsi state: full @@ -125,13 +111,11 @@ - !type:TileNotBlocked - type: construction - name: uranium wall id: UraniumWall graph: Girder startNode: start targetNode: uraniumWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/uranium.rsi state: full @@ -143,13 +127,11 @@ - !type:TileNotBlocked - type: construction - name: silver wall id: SilverWall graph: Girder startNode: start targetNode: silverWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/silver.rsi state: full @@ -161,13 +143,11 @@ - !type:TileNotBlocked - type: construction - name: plastic wall id: PlasticWall graph: Girder startNode: start targetNode: plasticWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/plastic.rsi state: full @@ -179,13 +159,11 @@ - !type:TileNotBlocked - type: construction - name: plasma wall id: PlasmaWall graph: Girder startNode: start targetNode: plasmaWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/plasma.rsi state: full @@ -197,13 +175,11 @@ - !type:TileNotBlocked - type: construction - name: gold wall id: GoldWall graph: Girder startNode: start targetNode: goldWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/gold.rsi state: full @@ -215,13 +191,11 @@ - !type:TileNotBlocked - type: construction - name: shuttle wall id: ShuttleWall graph: Girder startNode: start targetNode: shuttleWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/shuttle.rsi state: full @@ -233,13 +207,11 @@ - !type:TileNotBlocked - type: construction - name: interior shuttle wall id: InteriorShuttleWall graph: Girder startNode: start targetNode: shuttleInteriorWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/shuttleinterior.rsi state: full @@ -251,13 +223,11 @@ - !type:TileNotBlocked - type: construction - name: diagonal shuttle wall id: DiagonalShuttleWall graph: Girder startNode: start targetNode: diagonalshuttleWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/shuttle_diagonal.rsi state: state0 @@ -269,13 +239,11 @@ - !type:TileNotBlocked - type: construction - name: bananium wall id: ClownWall graph: Girder startNode: start targetNode: bananiumWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/clown.rsi state: full @@ -287,13 +255,11 @@ - !type:TileNotBlocked - type: construction - name: meat wall id: MeatWall graph: Girder startNode: start targetNode: meatWall category: construction-category-structures - description: Sticky. icon: sprite: Structures/Walls/meat.rsi state: full @@ -305,13 +271,11 @@ - !type:TileNotBlocked - type: construction - name: grille id: Grille graph: Grille startNode: start targetNode: grille category: construction-category-structures - description: A flimsy framework of iron rods. conditions: - !type:TileNotBlocked failIfSpace: false @@ -323,13 +287,11 @@ canRotate: false - type: construction - name: clockwork grille id: ClockGrille graph: ClockGrille startNode: start targetNode: clockGrille category: construction-category-structures - description: A flimsy framework of iron rods assembled in traditional ratvarian fashion. conditions: - !type:TileNotBlocked failIfSpace: false @@ -341,13 +303,11 @@ canRotate: false - type: construction - name: diagonal grille id: GrilleDiagonal graph: GrilleDiagonal startNode: start targetNode: grilleDiagonal category: construction-category-structures - description: A flimsy framework of iron rods. conditions: - !type:TileNotBlocked failIfSpace: false @@ -358,13 +318,11 @@ placementMode: SnapgridCenter - type: construction - name: diagonal clockwork grille id: ClockworkGrilleDiagonal graph: GrilleDiagonal startNode: start targetNode: clockworkGrilleDiagonal category: construction-category-structures - description: A flimsy framework of iron rods assembled in traditional ratvarian fashion. conditions: - !type:TileNotBlocked failIfSpace: false @@ -375,13 +333,11 @@ placementMode: SnapgridCenter - type: construction - name: window id: Window graph: Window startNode: start targetNode: window category: construction-category-structures - description: Clear. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -394,13 +350,11 @@ canRotate: false - type: construction - name: diagonal window id: WindowDiagonal graph: WindowDiagonal startNode: start targetNode: windowDiagonal category: construction-category-structures - description: Clear. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -412,13 +366,11 @@ placementMode: SnapgridCenter - type: construction - name: reinforced window id: ReinforcedWindow graph: Window startNode: start targetNode: reinforcedWindow category: construction-category-structures - description: Clear but tough. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -431,13 +383,11 @@ canRotate: false - type: construction - name: diagonal reinforced window id: ReinforcedWindowDiagonal graph: WindowDiagonal startNode: start targetNode: reinforcedWindowDiagonal category: construction-category-structures - description: Clear but tough. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -449,13 +399,11 @@ placementMode: SnapgridCenter - type: construction - name: tinted window id: TintedWindow graph: Window startNode: start targetNode: tintedWindow category: construction-category-structures - description: Not clear, but lasers still pass through. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -468,13 +416,11 @@ canRotate: false - type: construction - name: clockwork window id: ClockworkWindow graph: Window startNode: start targetNode: clockworkWindow category: construction-category-structures - description: Clear and tough, with a golden tint. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -487,13 +433,11 @@ canRotate: false - type: construction - name: diagonal clockwork window id: ClockworkWindowDiagonal graph: WindowDiagonal startNode: start targetNode: clockworkWindowDiagonal category: construction-category-structures - description: Clear and tough, with a golden tint. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -505,14 +449,12 @@ placementMode: SnapgridCenter - type: construction - name: plasma window id: PlasmaWindow graph: Window startNode: start targetNode: plasmaWindow category: construction-category-structures canBuildInImpassable: true - description: Clear, with a purple tint. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -524,14 +466,12 @@ canRotate: false - type: construction - name: reinforced plasma window id: ReinforcedPlasmaWindow graph: Window startNode: start targetNode: reinforcedPlasmaWindow category: construction-category-structures canBuildInImpassable: true - description: Clear and even tougher, with a purple tint. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -543,14 +483,12 @@ canRotate: false - type: construction - name: shuttle window id: ShuttleWindow graph: Window startNode: start targetNode: shuttleWindow category: construction-category-structures canBuildInImpassable: true - description: Extra sturdy to resist the pressure of FTL or sustain damage from munitions. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -562,14 +500,12 @@ canRotate: false - type: construction - name: diagonal plasma window id: PlasmaWindowDiagonal graph: WindowDiagonal startNode: start targetNode: plasmaWindowDiagonal category: construction-category-structures canBuildInImpassable: true - description: Clear, with a purple tint. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -580,14 +516,12 @@ placementMode: SnapgridCenter - type: construction - name: diagonal reinforced plasma window id: ReinforcedPlasmaWindowDiagonal graph: WindowDiagonal startNode: start targetNode: reinforcedPlasmaWindowDiagonal category: construction-category-structures canBuildInImpassable: true - description: Clear and even tougher, with a purple tint. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -598,13 +532,11 @@ placementMode: SnapgridCenter - type: construction - name: directional window id: WindowDirectional graph: WindowDirectional startNode: start targetNode: windowDirectional category: construction-category-structures - description: Clear. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -616,13 +548,11 @@ placementMode: SnapgridCenter - type: construction - name: directional reinforced window id: WindowReinforcedDirectional graph: WindowDirectional startNode: start targetNode: windowReinforcedDirectional category: construction-category-structures - description: Clear but tough. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -634,13 +564,11 @@ placementMode: SnapgridCenter - type: construction - name: directional clockwork window id: WindowClockworkDirectional graph: WindowDirectional startNode: start targetNode: windowClockworkDirectional category: construction-category-structures - description: Clear and tough, with a golden tint. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -652,14 +580,12 @@ placementMode: SnapgridCenter - type: construction - name: directional plasma window id: PlasmaWindowDirectional graph: WindowDirectional startNode: start targetNode: plasmaWindowDirectional category: construction-category-structures canBuildInImpassable: true - description: Clear, with a purple tint. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -670,14 +596,12 @@ placementMode: SnapgridCenter - type: construction - name: directional reinforced plasma window id: PlasmaReinforcedWindowDirectional graph: WindowDirectional startNode: start targetNode: plasmaReinforcedWindowDirectional category: construction-category-structures canBuildInImpassable: true - description: Clear and even tougher, with a purple tint. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -688,14 +612,12 @@ placementMode: SnapgridCenter - type: construction - name: uranium window id: UraniumWindow graph: Window startNode: start targetNode: uraniumWindow category: construction-category-structures canBuildInImpassable: true - description: Clear, with added RadAbsorb to protect you from deadly radiation. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -707,14 +629,12 @@ canRotate: false - type: construction - name: reinforced uranium window id: ReinforcedUraniumWindow graph: Window startNode: start targetNode: reinforcedUraniumWindow category: construction-category-structures canBuildInImpassable: true - description: Clear and even tougher, with added RadAbsorb to protect you from deadly radiation. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -726,14 +646,12 @@ canRotate: false - type: construction - name: diagonal uranium window id: UraniumWindowDiagonal graph: WindowDiagonal startNode: start targetNode: uraniumWindowDiagonal category: construction-category-structures canBuildInImpassable: true - description: Clear, with added RadAbsorb to protect you from deadly radiation. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -744,14 +662,12 @@ placementMode: SnapgridCenter - type: construction - name: diagonal reinforced uranium window id: ReinforcedUraniumWindowDiagonal graph: WindowDiagonal startNode: start targetNode: reinforcedUraniumWindowDiagonal category: construction-category-structures canBuildInImpassable: true - description: Clear and even tougher, with added RadAbsorb to protect you from deadly radiation. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -762,13 +678,11 @@ placementMode: SnapgridCenter - type: construction - name: firelock id: Firelock graph: Firelock startNode: start targetNode: Firelock category: construction-category-structures - description: This is a firelock - it locks an area when a fire alarm in the area is triggered. Don't get squished! icon: sprite: Structures/Doors/Airlocks/Standard/firelock.rsi state: closed @@ -780,13 +694,11 @@ - !type:TileNotBlocked - type: construction - name: glass firelock id: FirelockGlass graph: Firelock startNode: start targetNode: FirelockGlass category: construction-category-structures - description: This is a firelock - it locks an area when a fire alarm in the area is triggered. Don't get squished! icon: sprite: Structures/Doors/Airlocks/Glass/firelock.rsi state: closed @@ -798,13 +710,11 @@ - !type:TileNotBlocked - type: construction - name: thin firelock id: FirelockEdge graph: Firelock startNode: start targetNode: FirelockEdge category: construction-category-structures - description: This is a firelock - it locks an area when a fire alarm in the area is triggered. Don't get squished! icon: sprite: Structures/Doors/edge_door_hazard.rsi state: closed @@ -815,13 +725,11 @@ - !type:TileNotBlocked - type: construction - name: shutter id: Shutters graph: Shutters startNode: start targetNode: Shutters category: construction-category-structures - description: This is a shutter - connect it to a button to open and close it. icon: sprite: Structures/Doors/Shutters/shutters.rsi state: closed @@ -830,13 +738,11 @@ canBuildInImpassable: true - type: construction - name: glass shutter id: ShuttersWindow graph: Shutters startNode: start targetNode: ShuttersWindow category: construction-category-structures - description: This is a shutter - connect it to a button to open and close it. icon: sprite: Structures/Doors/Shutters/shutters_window.rsi state: closed @@ -845,13 +751,11 @@ canBuildInImpassable: true - type: construction - name: radiation shutter id: ShuttersRadiation graph: Shutters startNode: start targetNode: ShuttersRadiation category: construction-category-structures - description: This is a shutter - connect it to a button to open and close it. icon: sprite: Structures/Doors/Shutters/shutters_radiation.rsi state: closed @@ -860,13 +764,11 @@ canBuildInImpassable: true - type: construction - name: blast door id: BlastDoor graph: BlastDoor startNode: start targetNode: blastdoor category: construction-category-structures - description: This one says 'BLAST DONGER'. icon: sprite: Structures/Doors/Shutters/blastdoor.rsi state: closed @@ -875,13 +777,11 @@ canBuildInImpassable: true - type: construction - name: catwalk id: Catwalk graph: Catwalk startNode: start targetNode: Catwalk category: construction-category-structures - description: Just like a lattice. Except it looks better. conditions: - !type:TileNotBlocked failIfSpace: false @@ -897,13 +797,11 @@ canBuildInImpassable: false - type: construction - name: bananium floor id: FloorBananium graph: FloorBananium startNode: start targetNode: BananiumFloor category: construction-category-structures - description: A slippery floor of bright yellow bananium. conditions: - !type:TileNotBlocked failIfSpace: false @@ -918,13 +816,11 @@ canBuildInImpassable: false - type: construction - name: wooden barricade id: Barricade graph: Barricade startNode: start targetNode: barricadefull category: construction-category-structures - description: An improvised barricade made out of wooden planks. icon: sprite: Structures/barricades.rsi state: barricade_full @@ -935,13 +831,11 @@ - !type:TileNotBlocked - type: construction - name: wooden barricade id: BarricadeDirectional graph: BarricadeDirectional startNode: start targetNode: barricadefull category: construction-category-structures - description: An improvised barricade made out of wooden planks. icon: sprite: Structures/barricades.rsi state: barricade_directional @@ -952,13 +846,11 @@ - !type:TileNotBlocked - type: construction - name: railing id: Railing graph: Railing startNode: start targetNode: railing category: construction-category-structures - description: Basic railing meant to protect idiots like you from falling. icon: sprite: Structures/Walls/railing.rsi state: side @@ -969,13 +861,11 @@ - !type:TileNotBlocked - type: construction - name: railing corner id: RailingCorner graph: Railing startNode: start targetNode: railingCorner category: construction-category-structures - description: Basic railing meant to protect idiots like you from falling. icon: sprite: Structures/Walls/railing.rsi state: corner @@ -986,13 +876,11 @@ - !type:TileNotBlocked - type: construction - name: railing corner small id: RailingCornerSmall graph: Railing startNode: start targetNode: railingCornerSmall category: construction-category-structures - description: Basic railing meant to protect idiots like you from falling. icon: sprite: Structures/Walls/railing.rsi state: corner_small @@ -1003,13 +891,11 @@ - !type:TileNotBlocked - type: construction - name: railing round id: RailingRound graph: Railing startNode: start targetNode: railingRound category: construction-category-structures - description: Basic railing meant to protect idiots like you from falling. icon: sprite: Structures/Walls/railing.rsi state: round @@ -1021,13 +907,11 @@ # Chain link fencing - type: construction - name: chain link fence id: FenceMetal graph: FenceMetal startNode: start targetNode: straight category: construction-category-structures - description: Part of a chain link fence meant to cordon off areas. icon: sprite: Structures/Walls/fence.rsi state: straight @@ -1038,13 +922,11 @@ - !type:TileNotBlocked - type: construction - name: chain link fence corner id: FenceMetalCorner graph: FenceMetal startNode: start targetNode: corner category: construction-category-structures - description: Part of a chain link fence meant to cordon off areas. icon: sprite: Structures/Walls/fence.rsi state: corner @@ -1055,13 +937,11 @@ - !type:TileNotBlocked - type: construction - name: chain link fence end-piece id: FenceMetalEnd graph: FenceMetal startNode: start targetNode: end category: construction-category-structures - description: Part of a chain link fence meant to cordon off areas. icon: sprite: Structures/Walls/fence.rsi state: end @@ -1072,13 +952,11 @@ - !type:TileNotBlocked - type: construction - name: chain link fence gate id: FenceMetalGate graph: FenceMetal startNode: start targetNode: gate category: construction-category-structures - description: An easy way to get through a chain link fence. icon: sprite: Structures/Walls/fence.rsi state: door_closed @@ -1090,13 +968,11 @@ #Wooden fence high - type: construction - name: wooden high fence id: FenceWood graph: FenceWood startNode: start targetNode: straight category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: straight @@ -1107,13 +983,11 @@ - !type:TileNotBlocked - type: construction - name: wooden high fence end id: FenceWoodEnd graph: FenceWood startNode: start targetNode: end category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: end @@ -1124,13 +998,11 @@ - !type:TileNotBlocked - type: construction - name: wooden high fence corner id: FenceWoodCorner graph: FenceWood startNode: start targetNode: corner category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: corner @@ -1141,13 +1013,11 @@ - !type:TileNotBlocked - type: construction - name: wooden high fence t-junction id: FenceWoodTJunction graph: FenceWood startNode: start targetNode: tjunction category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: tjunction @@ -1158,13 +1028,11 @@ - !type:TileNotBlocked - type: construction - name: wooden high fence gate id: FenceWoodGate graph: FenceWood startNode: start targetNode: gate category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: door_closed @@ -1176,13 +1044,11 @@ #Wooden fence small - type: construction - name: wooden small fence id: FenceWoodSmall graph: FenceWood startNode: start targetNode: straight_small category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: straight_small @@ -1193,13 +1059,11 @@ - !type:TileNotBlocked - type: construction - name: wooden small fence end id: FenceWoodEndSmall graph: FenceWood startNode: start targetNode: end_small category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: end_small @@ -1210,13 +1074,11 @@ - !type:TileNotBlocked - type: construction - name: wooden small fence corner id: FenceWoodCornerSmall graph: FenceWood startNode: start targetNode: corner_small category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: corner_small @@ -1227,13 +1089,11 @@ - !type:TileNotBlocked - type: construction - name: wooden small fence t-junction id: FenceWoodTJunctionSmall graph: FenceWood startNode: start targetNode: tjunction_small category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: tjunction_small @@ -1244,13 +1104,11 @@ - !type:TileNotBlocked - type: construction - name: wooden small fence gate id: FenceWoodGateSmall graph: FenceWood startNode: start targetNode: gate_small category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: door_closed_small @@ -1262,13 +1120,11 @@ #Airlocks - type: construction - name: airlock id: Airlock graph: Airlock startNode: start targetNode: airlock category: construction-category-structures - description: It opens, it closes, and maybe crushes you. icon: sprite: Structures/Doors/Airlocks/Standard/basic.rsi state: assembly @@ -1279,13 +1135,11 @@ - !type:TileNotBlocked - type: construction - name: glass airlock id: AirlockGlass graph: Airlock startNode: start targetNode: glassAirlock category: construction-category-structures - description: It opens, it closes, and maybe crushes you. icon: sprite: Structures/Doors/Airlocks/Glass/glass.rsi state: assembly @@ -1296,13 +1150,11 @@ - !type:TileNotBlocked - type: construction - name: pinion airlock id: PinionAirlock graph: PinionAirlock startNode: start targetNode: airlock category: construction-category-structures - description: It opens, it closes, and maybe crushes you. icon: sprite: Structures/Doors/Airlocks/Standard/clockwork_pinion.rsi state: assembly @@ -1313,13 +1165,11 @@ - !type:TileNotBlocked - type: construction - name: glass pinion airlock id: PinionAirlockGlass graph: PinionAirlock startNode: start targetNode: glassAirlock category: construction-category-structures - description: It opens, it closes, and maybe crushes you. icon: sprite: Structures/Doors/Airlocks/Glass/clockwork_pinion.rsi state: assembly @@ -1330,13 +1180,11 @@ - !type:TileNotBlocked - type: construction - name: shuttle airlock id: AirlockShuttle graph: AirlockShuttle startNode: start targetNode: airlock category: construction-category-structures - description: It opens, it closes, and maybe crushes you. Necessary for connecting two space craft together. icon: sprite: Structures/Doors/Airlocks/Glass/shuttle.rsi state: closed @@ -1348,13 +1196,11 @@ - !type:TileNotBlocked - type: construction - name: glass shuttle airlock id: AirlockGlassShuttle graph: AirlockShuttle startNode: start targetNode: airlockGlass category: construction-category-structures - description: It opens, it closes, and maybe crushes you. Necessary for connecting two space craft together. This one has a window. icon: sprite: Structures/Doors/Airlocks/Glass/shuttle.rsi state: closed @@ -1366,13 +1212,11 @@ - !type:TileNotBlocked - type: construction - name: windoor id: Windoor graph: Windoor startNode: start targetNode: windoor category: construction-category-structures - description: It opens, it closes, and you can see through it! And it can be made of Plasma, Uranium, or normal Glass! icon: sprite: Structures/Doors/Windoors/windoor.rsi state: closed @@ -1383,13 +1227,11 @@ - !type:TileNotBlocked - type: construction - name: secure windoor id: SecureWindoor graph: Windoor startNode: start targetNode: windoorSecure category: construction-category-structures - description: It's tough, it's a door, and you can see through it! And it can be made of Plasma, Uranium, or normal Glass! icon: sprite: Structures/Doors/Windoors/windoor.rsi state: closed @@ -1400,13 +1242,11 @@ - !type:TileNotBlocked - type: construction - name: clockwork windoor id: ClockworkWindoor graph: Windoor startNode: start targetNode: windoorClockwork category: construction-category-structures - description: It opens, it closes, and you can see through it! This one looks tough. icon: sprite: Structures/Doors/Windoors/clockwork_windoor.rsi state: closed @@ -1418,13 +1258,11 @@ #lighting - type: construction - name: wall light id: LightTubeFixture graph: LightFixture startNode: start targetNode: tubeLight category: construction-category-structures - description: A wall light fixture. Use light tubes. icon: sprite: Structures/Wallmounts/Lighting/light_tube.rsi state: base @@ -1438,13 +1276,11 @@ - !type:TileNotBlocked - type: construction - name: small wall light id: LightSmallFixture graph: LightFixture startNode: start targetNode: bulbLight category: construction-category-structures - description: A wall light fixture. Use light bulbs. icon: sprite: Structures/Wallmounts/Lighting/light_small.rsi state: base @@ -1457,13 +1293,11 @@ - !type:TileNotBlocked - type: construction - name: ground light post id: LightGroundFixture graph: LightFixture startNode: start targetNode: groundLight category: construction-category-structures - description: A ground light fixture. Use light bulbs. icon: sprite: Structures/Lighting/LightPosts/small_light_post.rsi state: base @@ -1475,13 +1309,11 @@ - !type:TileNotBlocked - type: construction - name: strobe light id: LightStrobeFixture graph: LightFixture startNode: start targetNode: strobeLight category: construction-category-structures - description: A wall light fixture. Use light bulbs. icon: sprite: Structures/Wallmounts/Lighting/strobe_light.rsi state: base @@ -1494,13 +1326,11 @@ #conveyor - type: construction - name: conveyor belt id: ConveyorBelt graph: ConveyorGraph startNode: start targetNode: entity category: construction-category-structures - description: A conveyor belt, commonly used to transport large numbers of items elsewhere quite quickly. objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: false @@ -1511,13 +1341,11 @@ - !type:TileNotBlocked - type: construction - name: metal door id: MetalDoor graph: DoorGraph startNode: start targetNode: metalDoor category: construction-category-structures - description: A primitive door with manual operation like the cavemen used. objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: false @@ -1528,13 +1356,11 @@ - !type:TileNotBlocked - type: construction - name: wooden door id: WoodDoor graph: DoorGraph startNode: start targetNode: woodDoor category: construction-category-structures - description: A primitive door with manual operation like the cavemen used. objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: false @@ -1545,13 +1371,11 @@ - !type:TileNotBlocked - type: construction - name: plasma door id: PlasmaDoor graph: DoorGraph startNode: start targetNode: plasmaDoor category: construction-category-structures - description: A primitive door with manual operation like the cavemen used. objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: false @@ -1562,13 +1386,11 @@ - !type:TileNotBlocked - type: construction - name: gold door id: GoldDoor graph: DoorGraph startNode: start targetNode: goldDoor category: construction-category-structures - description: A primitive door with manual operation like the cavemen used. objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: false @@ -1579,13 +1401,11 @@ - !type:TileNotBlocked - type: construction - name: silver door id: SilverDoor graph: DoorGraph startNode: start targetNode: silverDoor category: construction-category-structures - description: A primitive door with manual operation like the cavemen used. objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: false @@ -1596,13 +1416,11 @@ - !type:TileNotBlocked - type: construction - name: paper door id: PaperDoor graph: DoorGraph startNode: start targetNode: paperDoor category: construction-category-structures - description: A primitive door with manual operation like the cavemen used. objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: false @@ -1611,14 +1429,12 @@ state: closed - type: construction - name: plastic flaps id: PlasticFlapsClear graph: PlasticFlapsGraph startNode: start targetNode: plasticFlaps category: construction-category-structures placementMode: SnapgridCenter - description: A plastic flap to let items through and keep people out. objectType: Structure canBuildInImpassable: false icon: @@ -1628,14 +1444,12 @@ - !type:TileNotBlocked - type: construction - name: opaque plastic flaps id: PlasticFlapsOpaque graph: PlasticFlapsGraph startNode: start targetNode: opaqueFlaps category: construction-category-structures placementMode: SnapgridCenter - description: An opaque plastic flap to let items through and keep people out. objectType: Structure canBuildInImpassable: false icon: @@ -1645,14 +1459,12 @@ - !type:TileNotBlocked - type: construction - name: carp statue id: CarpStatue graph: CarpStatue startNode: start targetNode: statue category: construction-category-structures placementMode: SnapgridCenter - description: A statue of one of the brave carp that got us where we are today. Made with real teeth! objectType: Structure canBuildInImpassable: false icon: @@ -1662,14 +1474,12 @@ - !type:TileNotBlocked - type: construction - name: bananium clown statue id: BananiumClownStatue graph: BananiumStatueClown startNode: start targetNode: bananiumStatue category: construction-category-structures placementMode: SnapgridCenter - description: A clown statue made from bananium. objectType: Structure canBuildInImpassable: false icon: @@ -1679,13 +1489,11 @@ - !type:TileNotBlocked - type: construction - name: bananium door id: BananiumDoor graph: DoorGraph startNode: start targetNode: bananiumDoor category: construction-category-structures - description: A primitive door made from bananium, it honks. objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: false @@ -1696,13 +1504,11 @@ - !type:TileNotBlocked - type: construction - name: bananium altar id: BananiumAltar graph: BananiumAltarGraph startNode: start targetNode: bananiumAltar category: construction-category-structures - description: An altar to worship the honkmother with. icon: sprite: Structures/Furniture/Altars/Cults/bananium.rsi state: full @@ -1714,13 +1520,11 @@ - !type:TileNotBlocked - type: construction - name: solid secret door id: SolidSecretDoor graph: SecretDoor startNode: start targetNode: solidSecretDoor category: construction-category-structures - description: A secret door for the wall. objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: false diff --git a/Resources/Prototypes/Recipes/Construction/tools.yml b/Resources/Prototypes/Recipes/Construction/tools.yml index bb89c5f244264e..df47fefaf24810 100644 --- a/Resources/Prototypes/Recipes/Construction/tools.yml +++ b/Resources/Prototypes/Recipes/Construction/tools.yml @@ -1,54 +1,44 @@ - type: construction - name: torch id: LightTorch graph: LightTorch startNode: start targetNode: torch category: construction-category-tools - description: A torch fashioned from some wood. icon: { sprite: Objects/Misc/torch.rsi, state: icon } objectType: Item - type: construction - name: logic gate id: LogicGate graph: LogicGate startNode: start targetNode: logic_gate category: construction-category-tools - description: A binary logic gate for signals. icon: { sprite: Objects/Devices/gates.rsi, state: or_icon } objectType: Item - type: construction - name: edge detector id: EdgeDetector graph: LogicGate startNode: start targetNode: edge_detector category: construction-category-tools - description: An edge detector for signals. icon: { sprite: Objects/Devices/gates.rsi, state: edge_detector } objectType: Item - type: construction - name: power sensor id: PowerSensor graph: LogicGate startNode: start targetNode: power_sensor category: construction-category-tools - description: A power network checking device for signals. icon: { sprite: Objects/Devices/gates.rsi, state: power_sensor } objectType: Item - type: construction - name: memory cell id: MemoryCell graph: LogicGate startNode: start targetNode: memory_cell category: construction-category-tools - description: A memory cell for signals. icon: { sprite: Objects/Devices/gates.rsi, state: memory_cell } objectType: Item diff --git a/Resources/Prototypes/Recipes/Construction/utilities.yml b/Resources/Prototypes/Recipes/Construction/utilities.yml index 5dc0168fd36ca3..ca30508db617a4 100644 --- a/Resources/Prototypes/Recipes/Construction/utilities.yml +++ b/Resources/Prototypes/Recipes/Construction/utilities.yml @@ -1,12 +1,10 @@ # SURVEILLANCE - type: construction - name: camera id: camera graph: SurveillanceCamera startNode: start targetNode: camera category: construction-category-utilities - description: "Surveillance camera. It's watching. Soon." icon: sprite: Structures/Wallmounts/camera.rsi state: camera @@ -14,13 +12,11 @@ placementMode: SnapgridCenter - type: construction - name: telescreen id: WallmountTelescreen graph: WallmountTelescreen startNode: start targetNode: Telescreen category: construction-category-utilities - description: "A surveillance camera monitor for the wall." icon: sprite: Structures/Machines/computers.rsi state: telescreen_frame @@ -29,13 +25,11 @@ canBuildInImpassable: true - type: construction - name: station map id: StationMap graph: StationMap startNode: start targetNode: station_map category: construction-category-structures - description: A station map. icon: sprite: Structures/Machines/station_map.rsi state: station_map0 @@ -48,13 +42,11 @@ # POWER - type: construction - name: APC id: APC graph: APC startNode: start targetNode: apc category: construction-category-utilities - description: "Area Power Controller (APC). Controls power. In an area." icon: sprite: Structures/Power/apc.rsi state: base @@ -63,13 +55,11 @@ canBuildInImpassable: true - type: construction - name: cable terminal id: CableTerminal graph: CableTerminal startNode: start targetNode: cable_terminal category: construction-category-utilities - description: "Input of devices such as the SMES. The red cables needs to face the device." icon: sprite: Structures/Power/cable_terminal.rsi state: term @@ -78,13 +68,11 @@ canBuildInImpassable: false - type: construction - name: wallmount substation id: WallmountSubstation graph: WallmountSubstation startNode: start targetNode: substation category: construction-category-utilities - description: "A wallmount substation for compact spaces. Make sure to place cable underneath before building the wall." icon: sprite: Structures/Power/substation.rsi state: substation_wall @@ -93,13 +81,11 @@ canBuildInImpassable: true - type: construction - name: wallmount generator id: WallmountGenerator graph: WallmountGenerator startNode: start targetNode: generator category: construction-category-utilities - description: "A wallmount generator for compact spaces. Make sure to place cable underneath before building the wall." icon: sprite: Structures/Power/Generation/wallmount_generator.rsi state: panel @@ -108,13 +94,11 @@ canBuildInImpassable: true - type: construction - name: wallmount APU id: WallmountGeneratorAPU graph: WallmountGenerator startNode: start targetNode: APU category: construction-category-utilities - description: "A wallmount APU for compact shuttles. Make sure to place cable underneath before building the wall." icon: sprite: Structures/Power/Generation/wallmount_generator.rsi state: panel @@ -124,8 +108,6 @@ # DISPOSALS - type: construction - name: disposal unit - description: A pneumatic waste disposal unit. id: DisposalUnit graph: DisposalMachine startNode: start @@ -138,8 +120,6 @@ state: "disposal" - type: construction - name: mailing unit - description: A pneumatic mail delivery unit. id: MailingUnit graph: DisposalMachine startNode: start @@ -152,9 +132,7 @@ state: "mailing" - type: construction - name: disposal pipe id: DisposalPipe - description: A huge pipe segment used for constructing disposal systems. graph: DisposalPipe startNode: start targetNode: pipe @@ -166,8 +144,6 @@ state: conpipe-s - type: construction - name: disposal tagger - description: A pipe that tags entities for routing. id: DisposalTagger graph: DisposalPipe startNode: start @@ -180,8 +156,6 @@ state: conpipe-tagger - type: construction - name: disposal trunk - description: A pipe trunk used as an entry point for disposal systems. id: DisposalTrunk graph: DisposalPipe startNode: start @@ -194,8 +168,6 @@ state: conpipe-t - type: construction - name: disposal router - description: A three-way router. Entities with matching tags get routed to the side. id: DisposalRouter graph: DisposalPipe startNode: start @@ -210,8 +182,6 @@ - type: construction hide: true - name: disposal router - description: A three-way router. Entities with matching tags get routed to the side. id: DisposalRouterFlipped graph: DisposalPipe startNode: start @@ -225,8 +195,6 @@ mirror: DisposalRouter - type: construction - name: disposal signal router - description: A signal-controlled three-way router. id: DisposalSignalRouter graph: DisposalPipe startNode: start @@ -241,8 +209,6 @@ - type: construction hide: true - name: disposal signal router - description: A signal-controlled three-way router. id: DisposalSignalRouterFlipped graph: DisposalPipe startNode: start @@ -256,8 +222,6 @@ mirror: DisposalSignalRouter - type: construction - name: disposal junction - description: A three-way junction. The arrow indicates where items exit. id: DisposalJunction graph: DisposalPipe startNode: start @@ -272,8 +236,6 @@ - type: construction hide: true - name: disposal junction - description: A three-way junction. The arrow indicates where items exit. id: DisposalJunctionFlipped graph: DisposalPipe startNode: start @@ -287,8 +249,6 @@ mirror: DisposalJunction - type: construction - name: disposal Y junction - description: A three-way junction with another exit point. id: DisposalYJunction graph: DisposalPipe startNode: start @@ -301,8 +261,6 @@ state: conpipe-y - type: construction - name: disposal bend - description: A tube bent at a 90 degree angle. id: DisposalBend graph: DisposalPipe startNode: start @@ -316,13 +274,11 @@ # ATMOS - type: construction - name: air alarm id: AirAlarmFixture graph: AirAlarm startNode: start targetNode: air_alarm category: construction-category-structures - description: An air alarm. Alarms... air? icon: sprite: Structures/Wallmounts/air_monitors.rsi state: alarm0 @@ -334,13 +290,11 @@ - !type:WallmountCondition {} - type: construction - name: fire alarm id: FireAlarm graph: FireAlarm startNode: start targetNode: fire_alarm category: construction-category-structures - description: A fire alarm. Spicy! icon: sprite: Structures/Wallmounts/air_monitors.rsi state: fire0 @@ -352,13 +306,11 @@ - !type:WallmountCondition {} - type: construction - name: air sensor id: AirSensor graph: AirSensor startNode: start targetNode: sensor category: construction-category-structures - description: An air sensor. Senses air. icon: sprite: Structures/Specific/Atmospherics/sensor.rsi state: gsensor1 @@ -368,9 +320,7 @@ # ATMOS PIPES - type: construction - name: gas pipe half id: GasPipeHalf - description: Half of a gas pipe. No skateboards. graph: GasPipe startNode: start targetNode: half @@ -382,9 +332,7 @@ state: pipeHalf - type: construction - name: gas pipe straight id: GasPipeStraight - description: A straight pipe segment. graph: GasPipe startNode: start targetNode: straight @@ -396,9 +344,7 @@ state: pipeStraight - type: construction - name: gas pipe bend id: GasPipeBend - description: A pipe segment bent at a 90 degree angle. graph: GasPipe startNode: start targetNode: bend @@ -410,9 +356,7 @@ state: pipeBend - type: construction - name: gas pipe T junction id: GasPipeTJunction - description: A pipe segment with a T junction. graph: GasPipe startNode: start targetNode: tjunction @@ -424,9 +368,7 @@ state: pipeTJunction - type: construction - name: gas pipe fourway id: GasPipeFourway - description: A pipe segment with a fourway junction. graph: GasPipe startNode: start targetNode: fourway @@ -439,8 +381,6 @@ # ATMOS UNARY - type: construction - name: air vent - description: Pumps gas into the room. id: GasVentPump graph: GasUnary startNode: start @@ -460,8 +400,6 @@ - !type:NoUnstackableInTile - type: construction - name: passive vent - description: Unpowered vent that equalises gases on both sides. id: GasPassiveVent graph: GasUnary startNode: start @@ -481,8 +419,6 @@ - !type:NoUnstackableInTile - type: construction - name: air scrubber - description: Sucks gas into connected pipes. id: GasVentScrubber graph: GasUnary startNode: start @@ -502,8 +438,6 @@ - !type:NoUnstackableInTile - type: construction - name: air injector - description: Injects air into the atmosphere. id: GasOutletInjector graph: GasUnary startNode: start @@ -524,9 +458,7 @@ # ATMOS BINARY - type: construction - name: gas pump id: GasPressurePump - description: A pump that moves gas by pressure. graph: GasBinary startNode: start targetNode: pressurepump @@ -545,8 +477,6 @@ - !type:NoUnstackableInTile - type: construction - name: volumetric gas pump - description: A pump that moves gas by volume. id: GasVolumePump graph: GasBinary startNode: start @@ -567,8 +497,6 @@ - type: construction id: GasPassiveGate - name: passive gate - description: A one-way air valve that does not require power. graph: GasBinary startNode: start targetNode: passivegate @@ -588,8 +516,6 @@ - type: construction id: GasValve - name: manual valve - description: A pipe with a valve that can be used to disable the flow of gas through it. graph: GasBinary startNode: start targetNode: valve @@ -609,8 +535,6 @@ - type: construction id: SignalControlledValve - name: signal valve - description: Valve controlled by signal inputs. graph: GasBinary startNode: start targetNode: signalvalve @@ -630,8 +554,6 @@ - type: construction id: GasPort - name: connector port - description: For connecting portable devices related to atmospherics control. graph: GasBinary startNode: start targetNode: port @@ -652,7 +574,6 @@ - type: construction id: GasDualPortVentPump name: dual-port air vent - description: Has a valve and a pump attached to it. There are two ports, one is an input for releasing air, the other is an output when siphoning. graph: GasBinary startNode: start targetNode: dualportventpump @@ -670,8 +591,6 @@ - type: construction id: HeatExchanger - name: radiator - description: Transfers heat between the pipe and its surroundings. graph: GasBinary startNode: start targetNode: radiator @@ -685,8 +604,6 @@ # ATMOS TRINARY - type: construction id: GasFilter - name: gas filter - description: Very useful for filtering gases. graph: GasTrinary startNode: start targetNode: filter @@ -703,8 +620,6 @@ - type: construction id: GasFilterFlipped hide: true - name: gas filter - description: Very useful for filtering gases. graph: GasTrinary startNode: start targetNode: filterflipped @@ -720,8 +635,6 @@ - type: construction id: GasMixer - name: gas mixer - description: Very useful for mixing gases. graph: GasTrinary startNode: start targetNode: mixer @@ -738,8 +651,6 @@ - type: construction id: GasMixerFlipped hide: true - name: gas mixer - description: Very useful for mixing gases. graph: GasTrinary startNode: start targetNode: mixerflipped @@ -755,8 +666,6 @@ - type: construction id: PressureControlledValve - name: pneumatic valve - description: Valve controlled by pressure. graph: GasTrinary startNode: start targetNode: pneumaticvalve @@ -771,13 +680,11 @@ # INTERCOM - type: construction - name: intercom id: IntercomAssembly graph: Intercom startNode: start targetNode: intercom category: construction-category-structures - description: An intercom. For when the station just needs to know something. icon: sprite: Structures/Wallmounts/intercom.rsi state: base @@ -790,13 +697,11 @@ # TIMERS - type: construction - name: signal timer id: SignalTimer graph: Timer startNode: start targetNode: signal category: construction-category-utilities - description: "A wallmounted timer for sending timed signals to things." icon: sprite: Structures/Wallmounts/switch.rsi state: on @@ -807,13 +712,11 @@ - !type:WallmountCondition - type: construction - name: screen timer id: ScreenTimer graph: Timer startNode: start targetNode: screen category: construction-category-utilities - description: "A wallmounted timer for sending timed signals to things. This one has a screen for displaying text." icon: sprite: Structures/Wallmounts/signalscreen.rsi state: signalscreen @@ -825,13 +728,11 @@ - !type:WallmountCondition - type: construction - name: brig timer id: BrigTimer graph: Timer startNode: start targetNode: brig category: construction-category-utilities - description: "A wallmounted timer for sending timed signals to things. This one has a screen for displaying text and requires security access to use." icon: sprite: Structures/Wallmounts/signalscreen.rsi state: signalscreen diff --git a/Resources/Prototypes/Recipes/Construction/weapons.yml b/Resources/Prototypes/Recipes/Construction/weapons.yml index 040d4c8963d138..6615b22d5a56af 100644 --- a/Resources/Prototypes/Recipes/Construction/weapons.yml +++ b/Resources/Prototypes/Recipes/Construction/weapons.yml @@ -1,175 +1,143 @@ - type: construction - name: grey bladed flatcap id: BladedFlatcapGrey graph: BladedFlatcapGrey startNode: start targetNode: icon category: construction-category-weapons - description: An inconspicuous hat with glass shards sewn into the brim. icon: { sprite: Clothing/Head/Hats/greyflatcap.rsi, state: icon } objectType: Item - type: construction - name: brown bladed flatcap id: BladedFlatcapBrown graph: BladedFlatcapBrown startNode: start targetNode: icon category: construction-category-weapons - description: An inconspicuous hat with glass shards sewn into the brim. icon: { sprite: Clothing/Head/Hats/brownflatcap.rsi, state: icon } objectType: Item - type: construction - name: glass shiv id: Shiv graph: Shiv startNode: start targetNode: icon category: construction-category-weapons - description: A glass shard with a piece of cloth wrapped around it. icon: { sprite: Objects/Weapons/Melee/shiv.rsi, state: icon } objectType: Item - type: construction - name: reinforced shiv id: ReinforcedShiv graph: ReinforcedShiv startNode: start targetNode: icon category: construction-category-weapons - description: A reinforced glass shard with a piece of cloth wrapped around it. icon: { sprite: Objects/Weapons/Melee/reinforced_shiv.rsi, state: icon } objectType: Item - type: construction - name: plasma shiv id: PlasmaShiv graph: PlasmaShiv startNode: start targetNode: icon category: construction-category-weapons - description: A plasma shard with a piece of cloth wrapped around it. icon: { sprite: Objects/Weapons/Melee/plasma_shiv.rsi, state: icon } objectType: Item - type: construction - name: uranium shiv id: UraniumShiv graph: UraniumShiv startNode: start targetNode: icon category: construction-category-weapons - description: A uranium shard with a piece of cloth wrapped around it. icon: { sprite: Objects/Weapons/Melee/uranium_shiv.rsi, state: icon } objectType: Item - type: construction - name: crude spear id: Spear graph: Spear startNode: start targetNode: spear category: construction-category-weapons - description: A crude spear for when you need to put holes in somebody. icon: { sprite: Objects/Weapons/Melee/spear.rsi, state: spear } objectType: Item - type: construction - name: crude reinforced spear id: SpearReinforced graph: SpearReinforced startNode: start targetNode: spear category: construction-category-weapons - description: A crude reinforced spear for when you need to put holes in somebody. icon: { sprite: Objects/Weapons/Melee/reinforced_spear.rsi, state: spear } objectType: Item - type: construction - name: crude plasma spear id: SpearPlasma graph: SpearPlasma startNode: start targetNode: spear category: construction-category-weapons - description: A crude plasma spear for when you need to put holes in somebody. icon: { sprite: Objects/Weapons/Melee/plasma_spear.rsi, state: spear } objectType: Item - type: construction - name: crude uranium spear id: SpearUranium graph: SpearUranium startNode: start targetNode: spear category: construction-category-weapons - description: A crude uranium spear for when you need to put holes in somebody. icon: { sprite: Objects/Weapons/Melee/uranium_spear.rsi, state: spear } objectType: Item - type: construction - name: makeshift bola id: Bola graph: Bola startNode: start targetNode: bola category: construction-category-weapons - description: A simple weapon for tripping someone at a distance. icon: { sprite: Objects/Weapons/Throwable/bola.rsi, state: icon } objectType: Item - type: construction - name: wooden buckler id: WoodenBuckler graph: WoodenBuckler startNode: start targetNode: woodenBuckler category: construction-category-weapons - description: A nicely carved wooden shield! icon: { sprite: Objects/Weapons/Melee/shields.rsi, state: buckler-icon } objectType: Item - type: construction - name: makeshift shield id: MakeshiftShield graph: MakeshiftShield startNode: start targetNode: makeshiftShield category: construction-category-weapons - description: Crude and falling apart. Why would you make this? icon: { sprite: Objects/Weapons/Melee/shields.rsi, state: makeshift-icon } objectType: Item - type: construction - name: glass shard arrow id: ImprovisedArrow graph: ImprovisedArrow startNode: start targetNode: ImprovisedArrow category: construction-category-weapons - description: An arrow tipped with pieces of a glass shard, for use with a bow. icon: { sprite: Objects/Weapons/Guns/Bow/bow.rsi, state: wielded-arrow } objectType: Item - type: construction - name: improvised bow id: ImprovisedBow graph: ImprovisedBow startNode: start targetNode: ImprovisedBow category: construction-category-weapons - description: A shoddily constructed bow made out of wood and cloth. It's not much, but it's gotten the job done for millennia. icon: { sprite: Objects/Weapons/Guns/Bow/bow.rsi, state: unwielded } objectType: Item - type: construction - name: bone spear id: SpearBone graph: SpearBone startNode: start targetNode: spear category: construction-category-weapons - description: Bones and silk combined together. icon: { sprite: Objects/Weapons/Melee/bone_spear.rsi, state: spear } objectType: Item diff --git a/Resources/Prototypes/Recipes/Construction/web.yml b/Resources/Prototypes/Recipes/Construction/web.yml index 9a0d832d012d9d..f74ce47b28cc77 100644 --- a/Resources/Prototypes/Recipes/Construction/web.yml +++ b/Resources/Prototypes/Recipes/Construction/web.yml @@ -1,11 +1,9 @@ - type: construction - name: web wall id: WallWeb graph: WebStructures startNode: start targetNode: wall category: construction-category-structures - description: A fairly weak yet silky smooth wall. icon: sprite: Structures/Walls/web.rsi state: full @@ -20,13 +18,11 @@ - !type:TileNotBlocked - type: construction - name: web table id: TableWeb graph: WebStructures startNode: start targetNode: table category: construction-category-furniture - description: Essential for any serious web development. icon: sprite: Structures/Furniture/Tables/web.rsi state: full @@ -41,13 +37,11 @@ - !type:TileNotBlocked - type: construction - name: web bed id: WebBed graph: WebStructures startNode: start targetNode: bed category: construction-category-furniture - description: Fun fact, you eating spiders in your sleep is false. icon: sprite: Structures/Web/bed.rsi state: icon @@ -62,13 +56,11 @@ - !type:TileNotBlocked - type: construction - name: web chair id: ChairWeb graph: WebStructures startNode: start targetNode: chair category: construction-category-furniture - description: You want to get serious about web development? Get this chair! icon: sprite: Structures/Web/chair.rsi state: icon @@ -80,13 +72,11 @@ - SpiderCraft - type: construction - name: web crate id: CrateWeb graph: WebStructures startNode: start targetNode: crate category: construction-category-storage - description: For containment of food and other things. Not as durable as a normal crate, and can't be welded shut. icon: sprite: Structures/Storage/Crates/web.rsi state: icon @@ -99,13 +89,11 @@ - SpiderCraft - type: construction - name: web door id: WebDoor graph: WebStructures startNode: start targetNode: door category: construction-category-structures - description: A manual door made from web, normally placed right before a pit or trap. icon: sprite: Structures/Doors/web_door.rsi state: closed diff --git a/Resources/Prototypes/Recipes/Crafting/artifact.yml b/Resources/Prototypes/Recipes/Crafting/artifact.yml index c627f00c162913..47e162476f4998 100644 --- a/Resources/Prototypes/Recipes/Crafting/artifact.yml +++ b/Resources/Prototypes/Recipes/Crafting/artifact.yml @@ -1,12 +1,10 @@ - type: construction - name: alien artifact id: Artifact graph: Artifact startNode: start targetNode: done category: construction-category-misc objectType: Item - description: A strange alien artifact icon: sprite: Objects/Specific/Xenoarchaeology/item_artifacts.rsi state: ano01 diff --git a/Resources/Prototypes/Recipes/Crafting/bots.yml b/Resources/Prototypes/Recipes/Crafting/bots.yml index 3031f4a7803599..98d7a0e1dae969 100644 --- a/Resources/Prototypes/Recipes/Crafting/bots.yml +++ b/Resources/Prototypes/Recipes/Crafting/bots.yml @@ -1,77 +1,65 @@ - type: construction - name: cleanbot id: cleanbot graph: CleanBot startNode: start targetNode: bot category: construction-category-utilities objectType: Item - description: This bot wanders around the station, mopping up any puddles it sees. icon: sprite: Mobs/Silicon/Bots/cleanbot.rsi state: cleanbot - type: construction - name: honkbot id: honkbot graph: HonkBot startNode: start targetNode: bot category: construction-category-utilities objectType: Item - description: This bot honks and slips people. icon: sprite: Mobs/Silicon/Bots/honkbot.rsi state: honkbot - type: construction - name: jonkbot id: jonkbot graph: JonkBot startNode: start targetNode: bot category: construction-category-utilities objectType: Item - description: This cursed bot honks, laughs and slips people. icon: sprite: Mobs/Silicon/Bots/honkbot.rsi state: jonkbot - type: construction - name: medibot id: medibot graph: MediBot startNode: start targetNode: bot category: construction-category-utilities objectType: Item - description: This bot can help supply basic healing. icon: sprite: Mobs/Silicon/Bots/medibot.rsi state: medibot - type: construction - name: mimebot id: mimebot graph: MimeBot startNode: start targetNode: bot category: construction-category-utilities objectType: Item - description: This bot knows how to wave. icon: sprite: Mobs/Silicon/Bots/mimebot.rsi state: mimebot - type: construction - name: supplybot id: supplybot graph: SupplyBot startNode: start targetNode: bot category: construction-category-utilities objectType: Item - description: This bot can be loaded with cargo to make deliveries. icon: sprite: Mobs/Silicon/Bots/supplybot.rsi state: supplybot diff --git a/Resources/Prototypes/Recipes/Crafting/crates.yml b/Resources/Prototypes/Recipes/Crafting/crates.yml index 72fabc2221b6ab..2f84949c7ad1d8 100644 --- a/Resources/Prototypes/Recipes/Crafting/crates.yml +++ b/Resources/Prototypes/Recipes/Crafting/crates.yml @@ -1,89 +1,73 @@ - type: construction - name: livestock crate id: CrateLivestock graph: CrateLivestock startNode: start targetNode: cratelivestock category: construction-category-storage - description: A wooden crate for holding livestock. icon: { sprite: Structures/Storage/Crates/livestock.rsi, state: base } objectType: Structure - type: construction - name: steel crate id: CrateGenericSteel graph: CrateGenericSteel startNode: start targetNode: crategenericsteel category: construction-category-storage - description: A metal crate for storing things. icon: { sprite: Structures/Storage/Crates/generic.rsi, state: icon } objectType: Structure - type: construction - name: secure crate id: CrateSecure graph: CrateSecure startNode: start targetNode: cratesecure category: construction-category-storage - description: A secure metal crate for storing things. Requires no special access, can be configured with an Access Configurator. icon: { sprite: Structures/Storage/Crates/secure.rsi, state: icon } objectType: Structure - type: construction - name: plastic crate id: CratePlastic graph: CratePlastic startNode: start targetNode: crateplastic category: construction-category-storage - description: A plastic crate for storing things. icon: { sprite: Structures/Storage/Crates/plastic.rsi, state: icon } objectType: Structure - type: construction - name: cardboard box id: BigBox graph: BaseBigBox startNode: start targetNode: basebigbox category: construction-category-storage - description: A big box for storing things or hiding in. icon: { sprite: Structures/Storage/closet.rsi, state: cardboard } objectType: Structure - type: construction - name: cardboard box id: BoxCardboard graph: BoxCardboard startNode: start targetNode: boxcardboard category: construction-category-storage - description: A small box for storing things. icon: { sprite: Objects/Storage/boxes.rsi, state: box } objectType: Item - type: construction - name: pizza box id: FoodBoxPizza graph: FoodBoxPizza startNode: start targetNode: foodboxpizza category: construction-category-storage - description: A box for pizza. - icon: + icon: sprite: Objects/Consumable/Food/Baked/pizza.rsi state: box objectType: Item - type: construction - name: coffin id: CrateCoffin graph: CrateCoffin startNode: start targetNode: cratecoffin category: construction-category-storage - description: A coffin for storing corpses. icon: { sprite: Structures/Storage/Crates/coffin.rsi, state: base } objectType: Structure diff --git a/Resources/Prototypes/Recipes/Crafting/improvised.yml b/Resources/Prototypes/Recipes/Crafting/improvised.yml index 38d254c1416d94..5dc76df050fbf9 100644 --- a/Resources/Prototypes/Recipes/Crafting/improvised.yml +++ b/Resources/Prototypes/Recipes/Crafting/improvised.yml @@ -1,216 +1,182 @@ - type: construction - name: baseball bat id: bat graph: WoodenBat startNode: start targetNode: bat category: construction-category-weapons - description: A robust baseball bat. icon: sprite: Objects/Weapons/Melee/baseball_bat.rsi state: icon objectType: Item - type: construction - name: ghost sheet id: ghost_sheet graph: GhostSheet startNode: start targetNode: ghost_sheet category: construction-category-clothing - description: Become a spooky ghost. Boo! icon: sprite: Clothing/OuterClothing/Misc/ghostsheet.rsi state: icon objectType: Item - type: construction - name: makeshift handcuffs id: makeshifthandcuffs graph: makeshifthandcuffs startNode: start targetNode: cuffscable category: construction-category-tools - description: "Homemade handcuffs crafted from spare cables." icon: { sprite: Objects/Misc/cablecuffs.rsi, state: cuff } objectType: Item - type: construction - name: makeshift stunprod id: makeshiftstunprod graph: makeshiftstunprod startNode: start targetNode: msstunprod category: construction-category-weapons - description: "Homemade stunprod." icon: { sprite: Objects/Weapons/Melee/stunprod.rsi, state: stunprod_off } objectType: Item - type: construction - name: muzzle id: muzzle graph: Muzzle startNode: start targetNode: muzzle category: construction-category-tools objectType: Item - description: "A muzzle to shut your victim up." icon: sprite: Clothing/Mask/muzzle.rsi state: icon - type: construction - name: improvised pneumatic cannon id: pneumaticcannon graph: PneumaticCannon startNode: start targetNode: cannon category: construction-category-weapons objectType: Item - description: This son of a gun can fire anything that fits in it using just a little gas. icon: sprite: Objects/Weapons/Guns/Cannons/pneumatic_cannon.rsi state: icon - type: construction - name: gauze id: gauze graph: Gauze startNode: start targetNode: gauze category: construction-category-tools objectType: Item - description: When you've really got nothing left. icon: sprite: Objects/Specific/Medical/medical.rsi state: gauze - type: construction - name: blindfold id: blindfold graph: Blindfold startNode: start targetNode: blindfold category: construction-category-tools objectType: Item - description: Better hope everyone turns a blind eye to you crafting this sussy item... icon: sprite: Clothing/Eyes/Misc/blindfold.rsi state: icon - type: construction - name: flower wreath id: flowerwreath graph: flowerwreath startNode: start targetNode: flowerwreath category: construction-category-clothing - description: A wreath of colourful flowers. Can be worn both on head and neck. icon: sprite: Clothing/Head/Misc/flower-wreath.rsi state: icon objectType: Item - type: construction - name: damp rag id: rag graph: Rag startNode: start targetNode: rag category: construction-category-tools objectType: Item - description: A damp rag to clean up the ground. Better than slipping around all day. icon: sprite: Objects/Specific/Janitorial/rag.rsi state: rag - type: construction - name: improvised shotgun id: improvisedshotgun graph: ImprovisedShotgunGraph startNode: start targetNode: shotgun category: construction-category-weapons objectType: Item - description: A shitty, single-shot shotgun made from salvaged and hand-crafted gun parts. Ammo not included. icon: sprite: Objects/Weapons/Guns/Shotguns/improvised_shotgun.rsi state: icon - type: construction - name: improvised shotgun shell id: ShellShotgunImprovised graph: ImprovisedShotgunShellGraph startNode: start targetNode: shell category: construction-category-weapons objectType: Item - description: A homemade shotgun shell that shoots painful glass shrapnel. The spread is so wide that it couldn't hit the broad side of a Barn icon: sprite: Objects/Weapons/Guns/Ammunition/Casings/shotgun_shell.rsi state: improvised - type: construction - name: rifle stock id: riflestock graph: RifleStockGraph startNode: start targetNode: riflestock category: construction-category-weapons objectType: Item - description: A stock carved out of wood, vital for improvised firearms. icon: sprite: Objects/Misc/rifle_stock.rsi state: icon - type: construction - name: fire bomb id: firebomb graph: FireBomb startNode: start targetNode: firebomb category: construction-category-weapons objectType: Item - description: A weak, improvised incendiary device. icon: sprite: Objects/Weapons/Bombs/ied.rsi state: icon - type: construction - name: cotton woven cloth id: CottonWovenCloth graph: CottonObjects startNode: start targetNode: cottoncloth category: construction-category-misc - description: "A homemade piece of cotton cloth, it feels coarse." icon: sprite: Objects/Materials/materials.rsi state: cloth_3 objectType: Item - type: construction - name: straw hat id: strawHat graph: StrawHat startNode: start targetNode: strawhat category: construction-category-clothing - description: A fancy hat for hot days! Not recommended to wear near fires. icon: sprite: Clothing/Head/Hats/straw_hat.rsi state: icon objectType: Item - type: construction - name: pipe bomb id: pipebomb graph: PipeBomb startNode: start targetNode: pipebomb category: construction-category-weapons objectType: Item - description: An improvised explosive made from pipes and wire. icon: sprite: Objects/Weapons/Bombs/pipebomb.rsi state: icon diff --git a/Resources/Prototypes/Recipes/Crafting/potato.yml b/Resources/Prototypes/Recipes/Crafting/potato.yml index 17f2cc401364c4..a6035cd50de1b2 100644 --- a/Resources/Prototypes/Recipes/Crafting/potato.yml +++ b/Resources/Prototypes/Recipes/Crafting/potato.yml @@ -1,32 +1,26 @@ - type: construction - name: potato battery id: PowerCellPotato graph: PowerCellPotato startNode: start targetNode: potatobattery category: construction-category-misc - description: A truly ingenious source of power. icon: { sprite: Objects/Power/power_cells.rsi, state: potato } objectType: Item - type: construction - name: potato artificial intelligence id: PotatoAI graph: PotatoAI startNode: start targetNode: potatoai category: construction-category-misc - description: The potato happens to be the perfect power source for this chip. icon: { sprite: Objects/Fun/pai.rsi, state: icon-potato-off } objectType: Item - + - type: construction - name: supercompact AI chip id: PotatoAIChip graph: PotatoAIChip startNode: start targetNode: potatoaichip category: construction-category-misc - description: A masterfully(?) crafted AI chip, requiring a similarly improvised power source. icon: { sprite: Objects/Misc/potatoai_chip.rsi, state: icon } objectType: Item \ No newline at end of file diff --git a/Resources/Prototypes/Recipes/Crafting/smokeables.yml b/Resources/Prototypes/Recipes/Crafting/smokeables.yml index e4280f6d6621b3..ae181dc842eb99 100644 --- a/Resources/Prototypes/Recipes/Crafting/smokeables.yml +++ b/Resources/Prototypes/Recipes/Crafting/smokeables.yml @@ -1,91 +1,75 @@ - type: construction - name: joint id: smokeableJoint graph: smokeableJoint startNode: start targetNode: joint category: construction-category-misc - description: "A roll of dried plant matter wrapped in thin paper." icon: { sprite: Objects/Consumable/Smokeables/Cannabis/joint.rsi, state: unlit-icon } objectType: Item - type: construction - name: rainbow joint id: smokeableJointRainbow graph: smokeableJointRainbow startNode: start targetNode: jointRainbow category: construction-category-misc - description: "A roll of dried plant matter wrapped in thin paper." icon: { sprite: Objects/Consumable/Smokeables/Cannabis/joint.rsi, state: unlit-icon } objectType: Item - type: construction - name: blunt id: smokeableBlunt graph: smokeableBlunt startNode: start targetNode: blunt category: construction-category-misc - description: "A roll of dried plant matter wrapped in a dried tobacco leaf." icon: { sprite: Objects/Consumable/Smokeables/Cannabis/blunt.rsi, state: unlit-icon } objectType: Item - type: construction - name: rainbow blunt id: smokeableBluntRainbow graph: smokeableBluntRainbow startNode: start targetNode: bluntRainbow category: construction-category-misc - description: "A roll of dried plant matter wrapped in a dried tobacco leaf." icon: { sprite: Objects/Consumable/Smokeables/Cannabis/blunt.rsi, state: unlit-icon } objectType: Item - type: construction - name: cigarette id: smokeableCigarette graph: smokeableCigarette startNode: start targetNode: cigarette category: construction-category-misc - description: "A roll of tobacco and nicotine." icon: { sprite: Objects/Consumable/Smokeables/Cigarettes/cigarette.rsi, state: unlit-icon } objectType: Item # I wanted to put a hand-grinder here but we need construction graphs that use non-consumed catalysts first. - type: construction - name: ground cannabis id: smokeableGroundCannabis graph: smokeableGroundCannabis startNode: start targetNode: ground category: construction-category-misc - description: "Ground cannabis, ready to take you on a trip." icon: { sprite: Objects/Misc/reagent_fillings.rsi, state: powderpile } # color: darkgreen objectType: Item - type: construction - name: ground rainbow cannabis id: smokeableGroundCannabisRainbow graph: smokeableGroundCannabisRainbow startNode: start targetNode: groundRainbow category: construction-category-misc - description: "Ground rainbow cannabis, ready to take you on a trip." icon: { sprite: Objects/Specific/Hydroponics/rainbow_cannabis.rsi, state: powderpile_rainbow } objectType: Item - type: construction - name: ground tobacco id: smokeableGroundTobacco graph: smokeableGroundTobacco startNode: start targetNode: ground category: construction-category-misc - description: "Ground tobacco, perfect for hand-rolled cigarettes." icon: { sprite: Objects/Misc/reagent_fillings.rsi, state: powderpile } # color: brown objectType: Item diff --git a/Resources/Prototypes/Recipes/Crafting/tallbox.yml b/Resources/Prototypes/Recipes/Crafting/tallbox.yml index 21a7ec8225dbc6..1117480400992b 100644 --- a/Resources/Prototypes/Recipes/Crafting/tallbox.yml +++ b/Resources/Prototypes/Recipes/Crafting/tallbox.yml @@ -1,37 +1,31 @@ - type: construction id: ClosetSteel - name: closet graph: ClosetSteel startNode: start targetNode: done category: construction-category-storage - description: A tall steel box that cannot be locked. icon: { sprite: Structures/Storage/closet.rsi, state: generic_icon } objectType: Structure - type: construction id: ClosetSteelSecure - name: secure closet graph: ClosetSteelSecure startNode: start targetNode: done category: construction-category-storage - description: A tall steel box that can be locked. icon: { sprite: Structures/Storage/closet.rsi, state: secure_icon } objectType: Structure - type: construction id: ClosetWall - name: wall closet graph: ClosetWall startNode: start targetNode: done category: construction-category-storage - description: A standard-issue Nanotrasen storage unit, now on walls. icon: { sprite: Structures/Storage/wall_locker.rsi, state: generic_icon } objectType: Structure placementMode: SnapgridCenter canRotate: true canBuildInImpassable: true conditions: - - !type:WallmountCondition \ No newline at end of file + - !type:WallmountCondition diff --git a/Resources/Prototypes/Recipes/Crafting/tiles.yml b/Resources/Prototypes/Recipes/Crafting/tiles.yml index 433a3bec29c400..d333bd813bcefe 100644 --- a/Resources/Prototypes/Recipes/Crafting/tiles.yml +++ b/Resources/Prototypes/Recipes/Crafting/tiles.yml @@ -1,199 +1,163 @@ # These should be lathe recipes but lathe code sucks so hard rn so they'll be crafted by hand. - type: construction - name: steel tile id: TileSteel graph: TileSteel startNode: start targetNode: steeltile category: construction-category-tiles - description: "Four steel station tiles." icon: { sprite: Objects/Tiles/tile.rsi, state: steel } objectType: Item - type: construction - name: wood floor id: TileWood graph: TileWood startNode: start targetNode: woodtile category: construction-category-tiles - description: "Four pieces of wooden station flooring." icon: { sprite: Objects/Tiles/tile.rsi, state: wood } objectType: Item - + - type: construction - name: filled brass plate id: TileBrassFilled graph: TilesBrass startNode: start targetNode: filledPlate category: construction-category-tiles - description: "Four pieces of brass station flooring, only compatible with brass plating." icon: { sprite: Objects/Tiles/tile.rsi, state: brass-filled } objectType: Item - + - type: construction - name: smooth brass plate id: TileBrassReebe graph: TilesBrass startNode: start targetNode: reebe category: construction-category-tiles - description: "Four pieces of smooth brass station flooring, only compatible with brass plating." icon: { sprite: Objects/Tiles/tile.rsi, state: reebe } objectType: Item - type: construction - name: white tile id: TileWhite graph: TileWhite startNode: start targetNode: whitetile category: construction-category-tiles - description: "Four white station tiles." icon: { sprite: Objects/Tiles/tile.rsi, state: white } objectType: Item - type: construction - name: dark tile id: TileDark graph: TileDark startNode: start targetNode: darktile category: construction-category-tiles - description: "Four dark station tiles." icon: { sprite: Objects/Tiles/tile.rsi, state: dark } objectType: Item - type: construction - name: flesh tile id: TileFlesh graph: TileFlesh startNode: start targetNode: fleshTile category: construction-category-tiles - description: "Four fleshy tiles." icon: { sprite: Objects/Tiles/tile.rsi, state: meat } objectType: Item # - type: construction -# name: techmaint floor # id: tileTechmaint # graph: tileTechmaint # startNode: start # targetNode: techmainttile # category: construction-category-tiles -# description: "A piece of techmaint flooring." # icon: { sprite: Objects/Tiles/tile.rsi, state: steel_techfloor_grid } # objectType: Item # # - type: construction -# name: freezer tile # id: tileFreezer # graph: tileFreezer # startNode: start # targetNode: freezertile # category: construction-category-tiles -# description: "A freezer station tile." # icon: { sprite: Objects/Tiles/tile.rsi, state: showroom } # objectType: Item # # - type: construction -# name: showroom tile # id: tileShowroom # graph: tileShowroom # startNode: start # targetNode: showroomtile # category: construction-category-tiles -# description: "A showroom station tile." # icon: { sprite: Objects/Tiles/tile.rsi, state: showroom } # objectType: Item # # - type: construction -# name: green-circuit floor # id: tileGCircuit # graph: tileGCircuit # startNode: start # targetNode: gcircuittile # category: construction-category-tiles -# description: "A piece of green-circuit flooring." # icon: { sprite: Objects/Tiles/tile.rsi, state: gcircuit } # objectType: Item # # - type: construction -# name: gold floor # id: tileGold # graph: tileGold # startNode: start # targetNode: goldtile # category: construction-category-tiles -# description: "A piece of gold flooring." # icon: { sprite: Objects/Tiles/tile.rsi, state: gold } # objectType: Item # # - type: construction -# name: reinforced tile # id: tileReinforced # graph: tileReinforced # startNode: start # targetNode: reinforcedtile # category: construction-category-tiles -# description: "A reinforced station tile." # icon: { sprite: Objects/Tiles/tile.rsi, state: reinforced } # objectType: Item # # - type: construction -# name: mono tile # id: tileMono # graph: tileMono # startNode: start # targetNode: monotile # category: construction-category-tiles -# description: "A mono station tile." # icon: { sprite: Objects/Tiles/tile.rsi, state: white_monofloor } # objectType: Item # # - type: construction -# name: linoleum floor # id: tileLino # graph: tileLino # startNode: start # targetNode: linotile # category: construction-category-tiles -# description: "A piece of linoleum flooring." # icon: { sprite: Objects/Tiles/tile.rsi, state: white_monofloor } # objectType: Item # # - type: construction -# name: hydro tile # id: tileHydro # graph: tileHydro # startNode: start # targetNode: hydrotile # category: construction-category-tiles -# description: "A hydro station tile." # icon: { sprite: Objects/Tiles/tile.rsi, state: hydro } # objectType: Item # # - type: construction -# name: dirty tile # id: tileDirty # graph: tileDirty # startNode: start # targetNode: dirtytile # category: construction-category-tiles -# description: "A dirty station tile." # icon: { sprite: Objects/Tiles/tile.rsi, state: dirty } # objectType: Item - type: construction - name: large wood floor id: TileWoodLarge graph: TileWoodLarge startNode: start targetNode: woodtilelarge category: construction-category-tiles - description: "Four pieces of wooden station flooring." icon: { sprite: Objects/Tiles/tile.rsi, state: wood-large } - objectType: Item \ No newline at end of file + objectType: Item diff --git a/Resources/Prototypes/Recipes/Crafting/toys.yml b/Resources/Prototypes/Recipes/Crafting/toys.yml index 4fd91bdb69d4e2..a07f82ffa6270e 100644 --- a/Resources/Prototypes/Recipes/Crafting/toys.yml +++ b/Resources/Prototypes/Recipes/Crafting/toys.yml @@ -1,25 +1,21 @@ - type: construction - name: revenant plushie id: PlushieGhostRevenant graph: PlushieGhostRevenant startNode: start targetNode: plushie category: construction-category-misc objectType: Item - description: A toy to scare the medbay with. icon: sprite: Mobs/Ghosts/revenant.rsi state: icon - type: construction - name: ian suit id: ClothingOuterSuitIan graph: ClothingOuterSuitIan startNode: start targetNode: suit category: construction-category-misc objectType: Item - description: Make yourself look just like Ian! icon: sprite: Clothing/OuterClothing/Suits/iansuit.rsi state: icon diff --git a/Resources/Prototypes/Recipes/Crafting/web.yml b/Resources/Prototypes/Recipes/Crafting/web.yml index 55f73fef5073a0..160ae35d790a64 100644 --- a/Resources/Prototypes/Recipes/Crafting/web.yml +++ b/Resources/Prototypes/Recipes/Crafting/web.yml @@ -1,11 +1,9 @@ - type: construction - name: web tile id: TileWeb graph: WebObjects startNode: start targetNode: tile category: construction-category-tiles - description: "Nice and smooth." entityWhitelist: tags: - SpiderCraft @@ -15,13 +13,11 @@ objectType: Item - type: construction - name: web winter coat id: ClothingOuterWinterWeb graph: WebObjects startNode: start targetNode: coat category: construction-category-clothing - description: "Surprisingly warm and durable." entityWhitelist: tags: - SpiderCraft @@ -31,13 +27,11 @@ objectType: Item - type: construction - name: web jumpsuit id: ClothingUniformJumpsuitWeb graph: WebObjects startNode: start targetNode: jumpsuit category: construction-category-clothing - description: "At least it's something." entityWhitelist: tags: - SpiderCraft @@ -47,13 +41,11 @@ objectType: Item - type: construction - name: web jumpskirt id: ClothingUniformJumpskirtWeb graph: WebObjects startNode: start targetNode: jumpskirt category: construction-category-clothing - description: "At least it's something." entityWhitelist: tags: - SpiderCraft @@ -63,13 +55,11 @@ objectType: Item - type: construction - name: silk woven cloth id: SilkWovenCloth graph: WebObjects startNode: start targetNode: cloth category: construction-category-materials - description: "Feels just like cloth, strangely enough." entityWhitelist: tags: - SpiderCraft @@ -79,13 +69,11 @@ objectType: Item - type: construction - name: web shield id: WebShield graph: WebObjects startNode: start targetNode: shield category: construction-category-clothing - description: "It's thick enough to handle a few blows, but probably not heat." entityWhitelist: tags: - SpiderCraft @@ -95,13 +83,11 @@ objectType: Item - type: construction - name: web winter boots id: ClothingShoesBootsWinterWeb graph: WebObjects startNode: start targetNode: boots category: construction-category-clothing - description: "Tightly woven web should protect against the cold" entityWhitelist: tags: - SpiderCraft From 37330d9d78b89d88242152265adaa110ed7765c4 Mon Sep 17 00:00:00 2001 From: Ertanic Date: Sat, 21 Sep 2024 02:26:35 +0300 Subject: [PATCH 3/7] Deleting unnecessary fields --- .../Recipes/Construction/clothing.yml | 26 +-- .../Prototypes/Recipes/Construction/fun.yml | 2 - .../Recipes/Construction/furniture.yml | 110 ---------- .../Recipes/Construction/lighting.yml | 12 -- .../Recipes/Construction/machines.yml | 17 -- .../Recipes/Construction/materials.yml | 24 --- .../Recipes/Construction/modular.yml | 4 - .../Recipes/Construction/storage.yml | 26 --- .../Recipes/Construction/structures.yml | 196 ------------------ .../Prototypes/Recipes/Construction/tools.yml | 10 - .../Recipes/Construction/utilities.yml | 99 --------- .../Recipes/Construction/weapons.yml | 32 --- .../Prototypes/Recipes/Construction/web.yml | 12 -- .../Prototypes/Recipes/Crafting/artifact.yml | 2 - .../Prototypes/Recipes/Crafting/bots.yml | 12 -- .../Prototypes/Recipes/Crafting/crates.yml | 18 +- .../Recipes/Crafting/improvised.yml | 34 --- .../Prototypes/Recipes/Crafting/potato.yml | 8 +- .../Recipes/Crafting/smokeables.yml | 16 -- .../Prototypes/Recipes/Crafting/tallbox.yml | 8 +- .../Prototypes/Recipes/Crafting/tiles.yml | 42 +--- .../Prototypes/Recipes/Crafting/toys.yml | 4 - Resources/Prototypes/Recipes/Crafting/web.yml | 14 -- 23 files changed, 7 insertions(+), 721 deletions(-) diff --git a/Resources/Prototypes/Recipes/Construction/clothing.yml b/Resources/Prototypes/Recipes/Construction/clothing.yml index dc4eb3d2787d90..a1fc1a1e46fcf1 100644 --- a/Resources/Prototypes/Recipes/Construction/clothing.yml +++ b/Resources/Prototypes/Recipes/Construction/clothing.yml @@ -1,131 +1,107 @@ - type: construction - name: clown hardsuit id: ClownHardsuit graph: ClownHardsuit startNode: start targetNode: clownHardsuit category: construction-category-clothing - description: A modified hardsuit fit for a clown. icon: { sprite: Clothing/OuterClothing/Hardsuits/clown.rsi, state: icon } objectType: Item - type: construction - name: mime hardsuit id: MimeHardsuit graph: MimeHardsuit startNode: start targetNode: mimeHardsuit category: construction-category-clothing - description: A modified hardsuit fit for a mime. icon: { sprite: Clothing/OuterClothing/Hardsuits/mime.rsi, state: icon } objectType: Item - type: construction - name: bone armor id: BoneArmor graph: BoneArmor startNode: start targetNode: armor category: construction-category-clothing - description: Armor made of bones. icon: { sprite: Clothing/OuterClothing/Armor/bone_armor.rsi, state: icon } objectType: Item - type: construction - name: bone helmet id: BoneHelmet graph: BoneHelmet startNode: start targetNode: helmet category: construction-category-clothing - description: Helmet made of bones. icon: { sprite: Clothing/Head/Helmets/bone_helmet.rsi, state: icon } objectType: Item - type: construction - name: banana clown mask id: BananaClownMask graph: BananaClownMask startNode: start targetNode: mask category: construction-category-clothing - description: A clown mask upgraded with banana peels. icon: { sprite: Clothing/Mask/clown_banana.rsi, state: icon } objectType: Item - type: construction - name: banana clown suit id: BananaClownJumpsuit graph: BananaClownJumpsuit startNode: start targetNode: jumpsuit category: construction-category-clothing - description: A clown suit upgraded with banana peels. icon: { sprite: Clothing/Uniforms/Jumpsuit/clown_banana.rsi, state: icon } objectType: Item - type: construction - name: banana clown shoes id: BananaClownShoes graph: BananaClownShoes startNode: start targetNode: shoes category: construction-category-clothing - description: A pair of clown shoes upgraded with banana peels. icon: { sprite: Clothing/Shoes/Specific/clown_banana.rsi, state: icon } objectType: Item - type: construction - name: medsec hud id: ClothingEyesHudMedSec graph: HudMedSec startNode: start targetNode: medsecHud category: construction-category-clothing - description: Two huds joined by arms icon: { sprite: Clothing/Eyes/Hud/medsec.rsi, state: icon } objectType: Item - type: construction - name: ducky slippers id: ClothingShoeSlippersDuck graph: ClothingShoeSlippersDuck startNode: start targetNode: shoes category: construction-category-clothing - description: Comfy, yet haunted by the ghosts of ducks you fed bread to as a child. icon: { sprite: Clothing/Shoes/Misc/duck-slippers.rsi, state: icon } objectType: Item - type: construction - name: security glasses id: ClothingEyesGlassesSecurity graph: GlassesSecHUD startNode: start targetNode: glassesSec category: construction-category-clothing - description: A pair of sunglasses, modified to have a built-in security HUD. icon: { sprite: Clothing/Eyes/Glasses/secglasses.rsi, state: icon } objectType: Item - type: construction - name: quiver id: ClothingBeltQuiver graph: Quiver startNode: start targetNode: Quiver category: construction-category-clothing - description: Can hold up to 15 arrows, and fits snug around your waist. icon: { sprite: Clothing/Belt/quiver.rsi, state: icon } objectType: Item - type: construction - name: justice helm id: ClothingHeadHelmetJustice graph: HelmetJustice startNode: start targetNode: helmet category: construction-category-clothing - description: Advanced security gear. Protects the station from ne'er-do-wells. icon: { sprite: Clothing/Head/Helmets/justice.rsi, state: icon } - objectType: Item \ No newline at end of file + objectType: Item diff --git a/Resources/Prototypes/Recipes/Construction/fun.yml b/Resources/Prototypes/Recipes/Construction/fun.yml index 46d43e73729c30..2363222e099949 100644 --- a/Resources/Prototypes/Recipes/Construction/fun.yml +++ b/Resources/Prototypes/Recipes/Construction/fun.yml @@ -1,10 +1,8 @@ - type: construction - name: bananium horn id: HornBananium graph: BananiumHorn startNode: start targetNode: bananiumHorn category: construction-category-weapons - description: An air horn made from bananium. icon: { sprite: Objects/Fun/bananiumhorn.rsi, state: icon } objectType: Item diff --git a/Resources/Prototypes/Recipes/Construction/furniture.yml b/Resources/Prototypes/Recipes/Construction/furniture.yml index 80e65fdac391b5..929085512d8708 100644 --- a/Resources/Prototypes/Recipes/Construction/furniture.yml +++ b/Resources/Prototypes/Recipes/Construction/furniture.yml @@ -1,12 +1,10 @@ #chairs - type: construction - name: chair id: Chair graph: Seat startNode: start targetNode: chair category: construction-category-furniture - description: You sit in this. Either by will or force. icon: sprite: Structures/Furniture/chairs.rsi state: chair @@ -17,13 +15,11 @@ - !type:TileNotBlocked - type: construction - name: stool id: Stool graph: Seat startNode: start targetNode: stool category: construction-category-furniture - description: You sit in this. Either by will or force. icon: sprite: Structures/Furniture/chairs.rsi state: stool @@ -34,13 +30,11 @@ - !type:TileNotBlocked - type: construction - name: bar stool id: StoolBar graph: Seat startNode: start targetNode: stoolBar category: construction-category-furniture - description: You sit in this. Either by will or force. icon: sprite: Structures/Furniture/chairs.rsi state: bar @@ -51,13 +45,11 @@ - !type:TileNotBlocked - type: construction - name: brass chair id: ChairBrass graph: Seat startNode: start targetNode: chairBrass category: construction-category-furniture - description: You sit in this. Either by will or force. icon: sprite: Structures/Furniture/chairs.rsi state: brass_chair @@ -68,13 +60,11 @@ - !type:TileNotBlocked - type: construction - name: office chair id: ChairOfficeLight graph: Seat startNode: start targetNode: chairOffice category: construction-category-furniture - description: You sit in this. Either by will or force. icon: sprite: Structures/Furniture/chairs.rsi state: office-white @@ -85,13 +75,11 @@ - !type:TileNotBlocked - type: construction - name: dark office chair id: ChairOfficeDark graph: Seat startNode: start targetNode: chairOfficeDark category: construction-category-furniture - description: You sit in this. Either by will or force. icon: sprite: Structures/Furniture/chairs.rsi state: office-dark @@ -102,13 +90,11 @@ - !type:TileNotBlocked - type: construction - name: comfy chair id: ChairComfy graph: Seat startNode: start targetNode: chairComfy category: construction-category-furniture - description: It looks comfy. icon: sprite: Structures/Furniture/chairs.rsi state: comfy @@ -119,13 +105,11 @@ - !type:TileNotBlocked - type: construction - name: pilots chair id: chairPilotSeat graph: Seat startNode: start targetNode: chairPilotSeat category: construction-category-furniture - description: Fit for a captain. icon: sprite: Structures/Furniture/chairs.rsi state: shuttle @@ -136,13 +120,11 @@ - !type:TileNotBlocked - type: construction - name: wooden chair id: ChairWood graph: Seat startNode: start targetNode: chairWood category: construction-category-furniture - description: You sit in this. Either by will or force. icon: sprite: Structures/Furniture/chairs.rsi state: wooden @@ -153,13 +135,11 @@ - !type:TileNotBlocked - type: construction - name: meat chair id: ChairMeat graph: Seat startNode: start targetNode: chairMeat category: construction-category-furniture - description: Uncomfortably sweaty. icon: sprite: Structures/Furniture/chairs.rsi state: meat @@ -170,13 +150,11 @@ - !type:TileNotBlocked - type: construction - name: ritual chair id: ChairRitual graph: RitualSeat startNode: start targetNode: chairRitual category: construction-category-furniture - description: A strangely carved chair. icon: sprite: Structures/Furniture/chairs.rsi state: ritual @@ -187,13 +165,11 @@ - !type:TileNotBlocked - type: construction - name: folding chair id: ChairFolding graph: Seat startNode: start targetNode: chairFolding category: construction-category-furniture - description: An easy to carry chair. icon: sprite: Structures/Furniture/folding_chair.rsi state: folding @@ -204,13 +180,11 @@ - !type:TileNotBlocked - type: construction - name: steel bench id: ChairSteelBench graph: Seat startNode: start targetNode: chairSteelBench category: construction-category-furniture - description: A long chair made for a metro. Really standard design. icon: sprite: Structures/Furniture/chairs.rsi state: steel-bench @@ -221,13 +195,11 @@ - !type:TileNotBlocked - type: construction - name: wooden bench id: ChairWoodBench graph: Seat startNode: start targetNode: chairWoodBench category: construction-category-furniture - description: Did you get a splinter? Well, at least it’s eco friendly. icon: sprite: Structures/Furniture/chairs.rsi state: wooden-bench @@ -238,13 +210,11 @@ - !type:TileNotBlocked - type: construction - name: comfortable red bench id: RedComfBench graph: Seat startNode: start targetNode: redComfBench category: construction-category-furniture - description: A bench with an extremely comfortable backrest. icon: sprite: Structures/Furniture/Bench/comf_bench.rsi state: full @@ -255,13 +225,11 @@ - !type:TileNotBlocked - type: construction - name: comfortable blue bench id: BlueComfBench graph: Seat startNode: start targetNode: blueComfBench category: construction-category-furniture - description: A bench with an extremely comfortable backrest. icon: sprite: Structures/Furniture/Bench/comf_bench.rsi state: full @@ -273,13 +241,11 @@ #tables - type: construction - name: steel table id: Table graph: Table startNode: start targetNode: Table category: construction-category-furniture - description: A square piece of metal standing on four metal legs. icon: sprite: Structures/Furniture/Tables/generic.rsi state: full @@ -290,13 +256,11 @@ - !type:TileNotBlocked - type: construction - name: reinforced steel table id: TableReinforced graph: Table startNode: start targetNode: TableReinforced category: construction-category-furniture - description: A square piece of metal standing on four metal legs. Extra robust. icon: sprite: Structures/Furniture/Tables/reinforced.rsi state: full @@ -307,13 +271,11 @@ - !type:TileNotBlocked - type: construction - name: glass table id: TableGlass graph: Table startNode: start targetNode: TableGlass category: construction-category-furniture - description: A square piece of glass, standing on four metal legs. icon: sprite: Structures/Furniture/Tables/glass.rsi state: full @@ -324,13 +286,11 @@ - !type:TileNotBlocked - type: construction - name: reinforced glass table id: TableReinforcedGlass graph: Table startNode: start targetNode: TableReinforcedGlass category: construction-category-furniture - description: A square piece of glass, standing on four metal legs. Extra robust. icon: sprite: Structures/Furniture/Tables/r_glass.rsi state: full @@ -341,13 +301,11 @@ - !type:TileNotBlocked - type: construction - name: plasma glass table id: TablePlasmaGlass graph: Table startNode: start targetNode: TablePlasmaGlass category: construction-category-furniture - description: A square piece of plasma glass, standing on four metal legs. Pretty! icon: sprite: Structures/Furniture/Tables/plasma.rsi state: full @@ -358,13 +316,11 @@ - !type:TileNotBlocked - type: construction - name: brass table id: TableBrass graph: Table startNode: start targetNode: TableBrass category: construction-category-furniture - description: A shiny, corrosion resistant brass table. Steampunk! icon: sprite: Structures/Furniture/Tables/brass.rsi state: full @@ -375,13 +331,11 @@ - !type:TileNotBlocked - type: construction - name: wood table id: TableWood graph: Table startNode: start targetNode: TableWood category: construction-category-furniture - description: Do not apply fire to this. Rumour says it burns easily. icon: sprite: Structures/Furniture/Tables/wood.rsi state: full @@ -392,13 +346,11 @@ - !type:TileNotBlocked - type: construction - name: poker table id: TableCarpet graph: Table startNode: start targetNode: TableCarpet category: construction-category-furniture - description: A square piece of wood standing on four legs covered by a cloth. (What did you expect?) icon: sprite: Structures/Furniture/Tables/carpet.rsi state: full @@ -409,13 +361,11 @@ - !type:TileNotBlocked - type: construction - name: fancy black table id: TableFancyBlack graph: Table startNode: start targetNode: TableFancyBlack category: construction-category-furniture - description: A table covered with a beautiful cloth. icon: sprite: Structures/Furniture/Tables/Fancy/black.rsi state: full @@ -426,13 +376,11 @@ - !type:TileNotBlocked - type: construction - name: fancy blue table id: TableFancyBlue graph: Table startNode: start targetNode: TableFancyBlue category: construction-category-furniture - description: A table covered with a beautiful cloth. icon: sprite: Structures/Furniture/Tables/Fancy/blue.rsi state: full @@ -443,13 +391,11 @@ - !type:TileNotBlocked - type: construction - name: fancy cyan table id: TableFancyCyan graph: Table startNode: start targetNode: TableFancyCyan category: construction-category-furniture - description: A table covered with a beautiful cloth. icon: sprite: Structures/Furniture/Tables/Fancy/cyan.rsi state: full @@ -460,13 +406,11 @@ - !type:TileNotBlocked - type: construction - name: fancy green table id: TableFancyGreen graph: Table startNode: start targetNode: TableFancyGreen category: construction-category-furniture - description: A table covered with a beautiful cloth. icon: sprite: Structures/Furniture/Tables/Fancy/green.rsi state: full @@ -477,13 +421,11 @@ - !type:TileNotBlocked - type: construction - name: fancy orange table id: TableFancyOrange graph: Table startNode: start targetNode: TableFancyOrange category: construction-category-furniture - description: A table covered with a beautiful cloth. icon: sprite: Structures/Furniture/Tables/Fancy/orange.rsi state: full @@ -494,13 +436,11 @@ - !type:TileNotBlocked - type: construction - name: fancy purple table id: TableFancyPurple graph: Table startNode: start targetNode: TableFancyPurple category: construction-category-furniture - description: A table covered with a beautiful cloth. icon: sprite: Structures/Furniture/Tables/Fancy/purple.rsi state: full @@ -511,13 +451,11 @@ - !type:TileNotBlocked - type: construction - name: fancy pink table id: TableFancyPink graph: Table startNode: start targetNode: TableFancyPink category: construction-category-furniture - description: A table covered with a beautiful cloth. icon: sprite: Structures/Furniture/Tables/Fancy/pink.rsi state: full @@ -528,13 +466,11 @@ - !type:TileNotBlocked - type: construction - name: fancy red table id: TableFancyRed graph: Table startNode: start targetNode: TableFancyRed category: construction-category-furniture - description: A table covered with a beautiful cloth. icon: sprite: Structures/Furniture/Tables/Fancy/red.rsi state: full @@ -545,13 +481,11 @@ - !type:TileNotBlocked - type: construction - name: fancy white table id: TableFancyWhite graph: Table startNode: start targetNode: TableFancyWhite category: construction-category-furniture - description: A table covered with a beautiful cloth. icon: sprite: Structures/Furniture/Tables/Fancy/white.rsi state: full @@ -562,13 +496,11 @@ - !type:TileNotBlocked - type: construction - name: metal counter id: TableCounterMetal graph: Table startNode: start targetNode: CounterMetal category: construction-category-furniture - description: Looks like a good place to put a drink down. icon: sprite: Structures/Furniture/Tables/countermetal.rsi state: full @@ -579,13 +511,11 @@ - !type:TileNotBlocked - type: construction - name: wood counter id: TableCounterWood graph: Table startNode: start targetNode: CounterWood category: construction-category-furniture - description: Do not apply fire to this. Rumour says it burns easily. icon: sprite: Structures/Furniture/Tables/counterwood.rsi state: full @@ -597,13 +527,11 @@ #bathroom - type: construction - name: toilet id: ToiletEmpty graph: Toilet startNode: start targetNode: toilet category: construction-category-furniture - description: A human excrement flushing apparatus. icon: sprite: Structures/Furniture/toilet.rsi state: disposal @@ -616,8 +544,6 @@ #bedroom - type: construction id: Bed - name: bed - description: This is used to lie in, sleep in or strap on. Resting here provides extremely slow healing. graph: bed startNode: start targetNode: bed @@ -633,8 +559,6 @@ - type: construction id: MedicalBed - name: medical bed - description: A hospital bed for patients to recover in. Resting here provides fairly slow healing. graph: bed startNode: start targetNode: medicalbed @@ -650,8 +574,6 @@ - type: construction id: DogBed - name: dog bed - description: A comfy-looking dog bed. You can even strap your pet in, in case the gravity turns off. graph: bed startNode: start targetNode: dogbed @@ -667,8 +589,6 @@ - type: construction id: Dresser - name: dresser - description: Wooden dresser, can store things inside itself. graph: Dresser startNode: start targetNode: dresser @@ -685,8 +605,6 @@ #racks - type: construction id: Rack - name: rack - description: A rack for storing things on. graph: Rack startNode: start targetNode: Rack @@ -703,8 +621,6 @@ #misc - type: construction id: MeatSpike - name: meat spike - description: A spike found in kitchens butchering animals. graph: MeatSpike startNode: start targetNode: MeatSpike @@ -720,8 +636,6 @@ - type: construction id: Curtains - name: curtains - description: Contains less than 1% mercury. graph: Curtains startNode: start targetNode: Curtains @@ -735,8 +649,6 @@ - type: construction id: CurtainsBlack - name: black curtains - description: Hides what others shouldn't see. graph: Curtains startNode: start targetNode: CurtainsBlack @@ -750,8 +662,6 @@ - type: construction id: CurtainsBlue - name: blue curtains - description: Hides what others shouldn't see. graph: Curtains startNode: start targetNode: CurtainsBlue @@ -765,8 +675,6 @@ - type: construction id: CurtainsCyan - name: cyan curtains - description: Hides what others shouldn't see. graph: Curtains startNode: start targetNode: CurtainsCyan @@ -780,8 +688,6 @@ - type: construction id: CurtainsGreen - name: green curtains - description: Hides what others shouldn't see. graph: Curtains startNode: start targetNode: CurtainsGreen @@ -795,8 +701,6 @@ - type: construction id: CurtainsOrange - name: orange curtains - description: Hides what others shouldn't see. graph: Curtains startNode: start targetNode: CurtainsOrange @@ -810,8 +714,6 @@ - type: construction id: CurtainsPink - name: pink curtains - description: Hides what others shouldn't see. graph: Curtains startNode: start targetNode: CurtainsPink @@ -825,8 +727,6 @@ - type: construction id: CurtainsPurple - name: purple curtains - description: Hides what others shouldn't see. graph: Curtains startNode: start targetNode: CurtainsPurple @@ -840,8 +740,6 @@ - type: construction id: CurtainsRed - name: red curtains - description: Hides what others shouldn't see. graph: Curtains startNode: start targetNode: CurtainsRed @@ -855,8 +753,6 @@ - type: construction id: CurtainsWhite - name: white curtains - description: Hides what others shouldn't see. graph: Curtains startNode: start targetNode: CurtainsWhite @@ -870,8 +766,6 @@ - type: construction id: Bookshelf - name: bookshelf - description: Mostly filled with books. graph: Bookshelf startNode: start targetNode: bookshelf @@ -887,8 +781,6 @@ - type: construction id: NoticeBoard - name: notice board - description: Wooden notice board, can store paper inside itself. graph: NoticeBoard startNode: start targetNode: noticeBoard @@ -905,8 +797,6 @@ - type: construction id: Mannequin - name: mannequin - description: Wooden mannequin designed for clothing displaying graph: Mannequin startNode: start targetNode: mannequin diff --git a/Resources/Prototypes/Recipes/Construction/lighting.yml b/Resources/Prototypes/Recipes/Construction/lighting.yml index 0533f70f1ac440..02b81a4ab00dd6 100644 --- a/Resources/Prototypes/Recipes/Construction/lighting.yml +++ b/Resources/Prototypes/Recipes/Construction/lighting.yml @@ -1,65 +1,53 @@ - type: construction - name: cyan light tube id: CyanLight graph: CyanLight startNode: start targetNode: icon category: construction-category-utilities - description: A high powered light tube containing a cyan crystal icon: { sprite: Objects/Power/light_tube.rsi, state: normal } objectType: Item - type: construction - name: blue light tube id: BlueLight graph: BlueLight startNode: start targetNode: icon category: construction-category-utilities - description: A high powered light tube containing a blue crystal icon: { sprite: Objects/Power/light_tube.rsi, state: normal } objectType: Item - type: construction - name: pink light tube id: PinkLight graph: PinkLight startNode: start targetNode: icon category: construction-category-utilities - description: A high powered light tube containing a pink crystal icon: { sprite: Objects/Power/light_tube.rsi, state: normal } objectType: Item - type: construction - name: orange light tube id: OrangeLight graph: OrangeLight startNode: start targetNode: icon category: construction-category-utilities - description: A high powered light tube containing an orange crystal icon: { sprite: Objects/Power/light_tube.rsi, state: normal } objectType: Item - type: construction - name: red light tube id: RedLight graph: RedLight startNode: start targetNode: icon category: construction-category-utilities - description: A high powered light tube containing a red crystal icon: { sprite: Objects/Power/light_tube.rsi, state: normal } objectType: Item - type: construction - name: green light tube id: GreenLight graph: GreenLight startNode: start targetNode: icon category: construction-category-utilities - description: A high powered light tube containing a green crystal icon: { sprite: Objects/Power/light_tube.rsi, state: normal } objectType: Item diff --git a/Resources/Prototypes/Recipes/Construction/machines.yml b/Resources/Prototypes/Recipes/Construction/machines.yml index 4026d5c98a6fc5..8fd741a2c0bfca 100644 --- a/Resources/Prototypes/Recipes/Construction/machines.yml +++ b/Resources/Prototypes/Recipes/Construction/machines.yml @@ -1,11 +1,9 @@ - type: construction - name: computer id: Computer graph: Computer startNode: start targetNode: computer category: construction-category-machines - description: A frame used to construct anything with a computer circuitboard. placementMode: SnapgridCenter canBuildInImpassable: false icon: @@ -13,8 +11,6 @@ state: 4 - type: construction - name: machine frame - description: A machine under construction. Needs more parts. id: MachineFrame graph: Machine startNode: start @@ -34,7 +30,6 @@ startNode: start targetNode: LeverNode category: construction-category-machines - description: A lever to control machines. It has 3 modes. objectType: Structure canBuildInImpassable: false icon: @@ -44,13 +39,11 @@ - !type:TileNotBlocked - type: construction - name: light switch id: LightSwitchRecipe graph: LightSwitchGraph startNode: start targetNode: LightSwitchNode category: construction-category-machines - description: A switch for toggling lights that are connected to the same apc. icon: sprite: Structures/Wallmounts/switch.rsi state: on @@ -62,13 +55,11 @@ - !type:WallmountCondition - type: construction - name: signal switch id: SignalSwitchRecipe graph: SignalSwitchGraph startNode: start targetNode: SignalSwitchNode category: construction-category-machines - description: It's a switch for toggling power to things. icon: sprite: Structures/Wallmounts/switch.rsi state: on @@ -80,13 +71,11 @@ - !type:WallmountCondition - type: construction - name: signal button id: SignalButtonRecipe graph: SignalButtonGraph startNode: start targetNode: SignalButtonNode category: construction-category-machines - description: It's a button for activating something. icon: sprite: Structures/Wallmounts/switch.rsi state: on @@ -98,13 +87,11 @@ - !type:WallmountCondition - type: construction - name: directional light switch id: LightSwitchDirectionalRecipe graph: LightSwitchDirectionalGraph startNode: start targetNode: LightSwitchDirectionalNode category: construction-category-machines - description: A switch for toggling lights that are connected to the same apc. icon: sprite: Structures/Wallmounts/switch.rsi state: on @@ -116,13 +103,11 @@ - !type:WallmountCondition - type: construction - name: directional signal switch id: SignalSwitchDirectionalRecipe graph: SignalSwitchDirectionalGraph startNode: start targetNode: SignalSwitchDirectionalNode category: construction-category-machines - description: It's a switch for toggling power to things. icon: sprite: Structures/Wallmounts/switch.rsi state: on @@ -134,13 +119,11 @@ - !type:WallmountCondition - type: construction - name: directional signal button id: SignalButtonDirectionalRecipe graph: SignalButtonDirectionalGraph startNode: start targetNode: SignalButtonDirectionalNode category: construction-category-machines - description: It's a button for activating something. icon: sprite: Structures/Wallmounts/switch.rsi state: on diff --git a/Resources/Prototypes/Recipes/Construction/materials.yml b/Resources/Prototypes/Recipes/Construction/materials.yml index d644538a452f96..4ac64dbe518208 100644 --- a/Resources/Prototypes/Recipes/Construction/materials.yml +++ b/Resources/Prototypes/Recipes/Construction/materials.yml @@ -1,17 +1,13 @@ - type: construction - name: metal rod id: MetalRod graph: MetalRod startNode: start targetNode: MetalRod category: construction-category-materials - description: A sturdy metal rod that can be used for various purposes. icon: { sprite: Objects/Materials/parts.rsi, state: rods } objectType: Item - type: construction - name: reinforced glass - description: A reinforced sheet of glass. id: SheetRGlass graph: Glass startNode: start @@ -21,8 +17,6 @@ objectType: Item - type: construction - name: clockwork glass - description: A brass-reinforced sheet of glass. id: SheetClockworkGlass graph: Glass startNode: start @@ -32,8 +26,6 @@ objectType: Item - type: construction - name: plasma glass - description: A sheet of translucent plasma. id: SheetPGlass graph: Glass startNode: start @@ -43,8 +35,6 @@ objectType: Item - type: construction - name: reinforced plasma glass - description: A reinforced sheet of translucent plasma. id: SheetRPGlass graph: Glass startNode: start @@ -54,8 +44,6 @@ objectType: Item - type: construction - name: reinforced plasma glass - description: A reinforced sheet of translucent plasma. id: SheetRPGlass0 graph: Glass startNode: start @@ -65,8 +53,6 @@ objectType: Item - type: construction - name: reinforced plasma glass - description: A reinforced sheet of translucent plasma. id: SheetRPGlass1 graph: Glass startNode: start @@ -76,19 +62,15 @@ objectType: Item - type: construction - name: durathread id: MaterialDurathread graph: Durathread startNode: start targetNode: MaterialDurathread category: construction-category-materials - description: A high-quality thread used to make durable clothes. icon: { sprite: Objects/Materials/materials.rsi, state: durathread } objectType: Item - type: construction - name: uranium glass - description: A sheet of uranium glass. id: SheetUGlass graph: Glass startNode: start @@ -98,8 +80,6 @@ objectType: Item - type: construction - name: reinforced uranium glass - description: A reinforced sheet of uranium glass. id: SheetRUGlass graph: Glass startNode: start @@ -109,8 +89,6 @@ objectType: Item - type: construction - name: reinforced uranium glass - description: A reinforced sheet of uranium glass. id: SheetRUGlass0 graph: Glass startNode: start @@ -120,8 +98,6 @@ objectType: Item - type: construction - name: reinforced uranium glass - description: A reinforced sheet of uranium glass. id: SheetRUGlass1 graph: Glass startNode: start diff --git a/Resources/Prototypes/Recipes/Construction/modular.yml b/Resources/Prototypes/Recipes/Construction/modular.yml index affacb098b81b1..8775acc6f7596f 100644 --- a/Resources/Prototypes/Recipes/Construction/modular.yml +++ b/Resources/Prototypes/Recipes/Construction/modular.yml @@ -1,24 +1,20 @@ - type: construction - name: modular grenade id: ModularGrenadeRecipe graph: ModularGrenadeGraph startNode: start targetNode: grenade category: construction-category-weapons - description: Construct a grenade using a trigger and a payload. icon: sprite: Objects/Weapons/Grenades/modular.rsi state: complete objectType: Item - type: construction - name: modular mine id: ModularMineRecipe graph: ModularMineGraph startNode: start targetNode: mine category: construction-category-weapons - description: Construct a landmine using a payload. icon: sprite: Objects/Misc/landmine.rsi state: landmine diff --git a/Resources/Prototypes/Recipes/Construction/storage.yml b/Resources/Prototypes/Recipes/Construction/storage.yml index 48f6dd4d034b06..b1625567a7ac60 100644 --- a/Resources/Prototypes/Recipes/Construction/storage.yml +++ b/Resources/Prototypes/Recipes/Construction/storage.yml @@ -1,8 +1,6 @@ #bureaucracy - type: construction id: FilingCabinet - name: filing cabinet - description: A cabinet for all your filing needs. graph: FilingCabinet startNode: start targetNode: filingCabinet @@ -18,8 +16,6 @@ - type: construction id: TallCabinet - name: tall cabinet - description: A cabinet for all your filing needs. graph: FilingCabinet startNode: start targetNode: tallCabinet @@ -35,8 +31,6 @@ - type: construction id: ChestDrawer - name: chest drawer - description: A small drawer for all your filing needs, Now with wheels! graph: FilingCabinet startNode: start targetNode: chestDrawer @@ -53,8 +47,6 @@ # ItemCabinets - type: construction id: ShowCase - name: showcase - description: A sturdy showcase for an expensive exhibit. graph: GlassBox startNode: start targetNode: glassBox @@ -72,8 +64,6 @@ # Normals - type: construction id: ShelfWood - name: wooden shelf - description: A convenient place to place, well, anything really. graph: Shelf startNode: start targetNode: ShelfWood @@ -88,8 +78,6 @@ - type: construction id: ShelfMetal - name: metal shelf - description: A sturdy place to place, well, anything really. graph: Shelf startNode: start targetNode: ShelfMetal @@ -104,8 +92,6 @@ - type: construction id: ShelfGlass - name: glass shelf - description: Just like a normal shelf! But fragile and without the walls! graph: Shelf startNode: start targetNode: ShelfGlass @@ -121,8 +107,6 @@ # Reinforced - type: construction id: ShelfRWood - name: sturdy wooden shelf - description: The perfect place to store all your vintage records. graph: Shelf startNode: start targetNode: ShelfRWood @@ -137,8 +121,6 @@ - type: construction id: ShelfRMetal - name: sturdy metal shelf - description: Nice and strong, and keeps your maints loot secure. graph: Shelf startNode: start targetNode: ShelfRMetal @@ -153,8 +135,6 @@ - type: construction id: ShelfRGlass - name: sturdy glass shelf - description: See through, decent strength, shiny plastic case. Whats not to love? graph: Shelf startNode: start targetNode: ShelfRGlass @@ -170,8 +150,6 @@ # Departmental - type: construction id: ShelfBar - name: bar shelf - description: A convenient place for all your extra booze, specifically designed to hold more bottles! graph: Shelf startNode: start targetNode: ShelfBar @@ -186,8 +164,6 @@ - type: construction id: ShelfKitchen - name: kitchen shelf - description: Holds your knifes, spice, and everything nice! graph: Shelf startNode: start targetNode: ShelfKitchen @@ -202,8 +178,6 @@ - type: construction id: ShelfChemistry - name: chemical shelf - description: Perfect for keeping the most important chemicals safe, and out of the clumsy clowns hands! graph: Shelf startNode: start targetNode: ShelfChemistry diff --git a/Resources/Prototypes/Recipes/Construction/structures.yml b/Resources/Prototypes/Recipes/Construction/structures.yml index fee1217c165869..a6553464282969 100644 --- a/Resources/Prototypes/Recipes/Construction/structures.yml +++ b/Resources/Prototypes/Recipes/Construction/structures.yml @@ -1,11 +1,9 @@ - type: construction - name: girder id: Girder graph: Girder startNode: start targetNode: girder category: construction-category-structures - description: A large structural assembly made out of metal. icon: sprite: /Textures/Structures/Walls/solid.rsi state: wall_girder @@ -17,13 +15,11 @@ - !type:TileNotBlocked - type: construction - name: reinforced girder id: ReinforcedGirder graph: Girder startNode: start targetNode: reinforcedGirder category: construction-category-structures - description: A large structural assembly made out of metal and plasteel. icon: sprite: /Textures/Structures/Walls/solid.rsi state: reinforced_wall_girder @@ -35,13 +31,11 @@ - !type:TileNotBlocked - type: construction - name: wall gear id: ClockworkGirder graph: ClockworkGirder startNode: start targetNode: clockGirder category: construction-category-structures - description: A large gear with mounting brackets for additional plating. icon: sprite: /Textures/Structures/Walls/clock.rsi state: wall_gear @@ -53,13 +47,11 @@ - !type:TileNotBlocked - type: construction - name: wall id: Wall graph: Girder startNode: start targetNode: wall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/solid.rsi state: full @@ -71,13 +63,11 @@ - !type:TileNotBlocked - type: construction - name: reinforced wall id: ReinforcedWall graph: Girder startNode: start targetNode: reinforcedWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/solid.rsi state: rgeneric @@ -89,13 +79,11 @@ - !type:TileNotBlocked - type: construction - name: clock wall id: WallClock graph: ClockworkGirder startNode: start targetNode: clockworkWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/clock.rsi state: full @@ -107,13 +95,11 @@ - !type:TileNotBlocked # here - type: construction - name: wood wall id: WoodWall graph: Girder startNode: start targetNode: woodWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/wood.rsi state: full @@ -125,13 +111,11 @@ - !type:TileNotBlocked - type: construction - name: uranium wall id: UraniumWall graph: Girder startNode: start targetNode: uraniumWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/uranium.rsi state: full @@ -143,13 +127,11 @@ - !type:TileNotBlocked - type: construction - name: silver wall id: SilverWall graph: Girder startNode: start targetNode: silverWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/silver.rsi state: full @@ -161,13 +143,11 @@ - !type:TileNotBlocked - type: construction - name: plastic wall id: PlasticWall graph: Girder startNode: start targetNode: plasticWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/plastic.rsi state: full @@ -179,13 +159,11 @@ - !type:TileNotBlocked - type: construction - name: plasma wall id: PlasmaWall graph: Girder startNode: start targetNode: plasmaWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/plasma.rsi state: full @@ -197,13 +175,11 @@ - !type:TileNotBlocked - type: construction - name: gold wall id: GoldWall graph: Girder startNode: start targetNode: goldWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/gold.rsi state: full @@ -215,13 +191,11 @@ - !type:TileNotBlocked - type: construction - name: shuttle wall id: ShuttleWall graph: Girder startNode: start targetNode: shuttleWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/shuttle.rsi state: full @@ -233,13 +207,11 @@ - !type:TileNotBlocked - type: construction - name: interior shuttle wall id: InteriorShuttleWall graph: Girder startNode: start targetNode: shuttleInteriorWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/shuttleinterior.rsi state: full @@ -251,13 +223,11 @@ - !type:TileNotBlocked - type: construction - name: diagonal shuttle wall id: DiagonalShuttleWall graph: Girder startNode: start targetNode: diagonalshuttleWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/shuttle_diagonal.rsi state: state0 @@ -269,13 +239,11 @@ - !type:TileNotBlocked - type: construction - name: bananium wall id: ClownWall graph: Girder startNode: start targetNode: bananiumWall category: construction-category-structures - description: Keeps the air in and the greytide out. icon: sprite: Structures/Walls/clown.rsi state: full @@ -287,13 +255,11 @@ - !type:TileNotBlocked - type: construction - name: meat wall id: MeatWall graph: Girder startNode: start targetNode: meatWall category: construction-category-structures - description: Sticky. icon: sprite: Structures/Walls/meat.rsi state: full @@ -305,13 +271,11 @@ - !type:TileNotBlocked - type: construction - name: grille id: Grille graph: Grille startNode: start targetNode: grille category: construction-category-structures - description: A flimsy framework of iron rods. conditions: - !type:TileNotBlocked failIfSpace: false @@ -323,13 +287,11 @@ canRotate: false - type: construction - name: clockwork grille id: ClockGrille graph: ClockGrille startNode: start targetNode: clockGrille category: construction-category-structures - description: A flimsy framework of iron rods assembled in traditional ratvarian fashion. conditions: - !type:TileNotBlocked failIfSpace: false @@ -341,13 +303,11 @@ canRotate: false - type: construction - name: diagonal grille id: GrilleDiagonal graph: GrilleDiagonal startNode: start targetNode: grilleDiagonal category: construction-category-structures - description: A flimsy framework of iron rods. conditions: - !type:TileNotBlocked failIfSpace: false @@ -358,13 +318,11 @@ placementMode: SnapgridCenter - type: construction - name: diagonal clockwork grille id: ClockworkGrilleDiagonal graph: GrilleDiagonal startNode: start targetNode: clockworkGrilleDiagonal category: construction-category-structures - description: A flimsy framework of iron rods assembled in traditional ratvarian fashion. conditions: - !type:TileNotBlocked failIfSpace: false @@ -375,13 +333,11 @@ placementMode: SnapgridCenter - type: construction - name: window id: Window graph: Window startNode: start targetNode: window category: construction-category-structures - description: Clear. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -394,13 +350,11 @@ canRotate: false - type: construction - name: diagonal window id: WindowDiagonal graph: WindowDiagonal startNode: start targetNode: windowDiagonal category: construction-category-structures - description: Clear. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -412,13 +366,11 @@ placementMode: SnapgridCenter - type: construction - name: reinforced window id: ReinforcedWindow graph: Window startNode: start targetNode: reinforcedWindow category: construction-category-structures - description: Clear but tough. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -431,13 +383,11 @@ canRotate: false - type: construction - name: diagonal reinforced window id: ReinforcedWindowDiagonal graph: WindowDiagonal startNode: start targetNode: reinforcedWindowDiagonal category: construction-category-structures - description: Clear but tough. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -449,13 +399,11 @@ placementMode: SnapgridCenter - type: construction - name: tinted window id: TintedWindow graph: Window startNode: start targetNode: tintedWindow category: construction-category-structures - description: Not clear, but lasers still pass through. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -468,13 +416,11 @@ canRotate: false - type: construction - name: clockwork window id: ClockworkWindow graph: Window startNode: start targetNode: clockworkWindow category: construction-category-structures - description: Clear and tough, with a golden tint. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -487,13 +433,11 @@ canRotate: false - type: construction - name: diagonal clockwork window id: ClockworkWindowDiagonal graph: WindowDiagonal startNode: start targetNode: clockworkWindowDiagonal category: construction-category-structures - description: Clear and tough, with a golden tint. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -505,14 +449,12 @@ placementMode: SnapgridCenter - type: construction - name: plasma window id: PlasmaWindow graph: Window startNode: start targetNode: plasmaWindow category: construction-category-structures canBuildInImpassable: true - description: Clear, with a purple tint. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -524,14 +466,12 @@ canRotate: false - type: construction - name: reinforced plasma window id: ReinforcedPlasmaWindow graph: Window startNode: start targetNode: reinforcedPlasmaWindow category: construction-category-structures canBuildInImpassable: true - description: Clear and even tougher, with a purple tint. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -543,14 +483,12 @@ canRotate: false - type: construction - name: shuttle window id: ShuttleWindow graph: Window startNode: start targetNode: shuttleWindow category: construction-category-structures canBuildInImpassable: true - description: Extra sturdy to resist the pressure of FTL or sustain damage from munitions. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -562,14 +500,12 @@ canRotate: false - type: construction - name: diagonal plasma window id: PlasmaWindowDiagonal graph: WindowDiagonal startNode: start targetNode: plasmaWindowDiagonal category: construction-category-structures canBuildInImpassable: true - description: Clear, with a purple tint. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -580,14 +516,12 @@ placementMode: SnapgridCenter - type: construction - name: diagonal reinforced plasma window id: ReinforcedPlasmaWindowDiagonal graph: WindowDiagonal startNode: start targetNode: reinforcedPlasmaWindowDiagonal category: construction-category-structures canBuildInImpassable: true - description: Clear and even tougher, with a purple tint. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -598,13 +532,11 @@ placementMode: SnapgridCenter - type: construction - name: directional window id: WindowDirectional graph: WindowDirectional startNode: start targetNode: windowDirectional category: construction-category-structures - description: Clear. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -616,13 +548,11 @@ placementMode: SnapgridCenter - type: construction - name: directional reinforced window id: WindowReinforcedDirectional graph: WindowDirectional startNode: start targetNode: windowReinforcedDirectional category: construction-category-structures - description: Clear but tough. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -634,13 +564,11 @@ placementMode: SnapgridCenter - type: construction - name: directional clockwork window id: WindowClockworkDirectional graph: WindowDirectional startNode: start targetNode: windowClockworkDirectional category: construction-category-structures - description: Clear and tough, with a golden tint. canBuildInImpassable: true conditions: - !type:EmptyOrWindowValidInTile @@ -652,14 +580,12 @@ placementMode: SnapgridCenter - type: construction - name: directional plasma window id: PlasmaWindowDirectional graph: WindowDirectional startNode: start targetNode: plasmaWindowDirectional category: construction-category-structures canBuildInImpassable: true - description: Clear, with a purple tint. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -670,14 +596,12 @@ placementMode: SnapgridCenter - type: construction - name: directional reinforced plasma window id: PlasmaReinforcedWindowDirectional graph: WindowDirectional startNode: start targetNode: plasmaReinforcedWindowDirectional category: construction-category-structures canBuildInImpassable: true - description: Clear and even tougher, with a purple tint. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -688,14 +612,12 @@ placementMode: SnapgridCenter - type: construction - name: uranium window id: UraniumWindow graph: Window startNode: start targetNode: uraniumWindow category: construction-category-structures canBuildInImpassable: true - description: Clear, with added RadAbsorb to protect you from deadly radiation. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -707,14 +629,12 @@ canRotate: false - type: construction - name: reinforced uranium window id: ReinforcedUraniumWindow graph: Window startNode: start targetNode: reinforcedUraniumWindow category: construction-category-structures canBuildInImpassable: true - description: Clear and even tougher, with added RadAbsorb to protect you from deadly radiation. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -726,14 +646,12 @@ canRotate: false - type: construction - name: diagonal uranium window id: UraniumWindowDiagonal graph: WindowDiagonal startNode: start targetNode: uraniumWindowDiagonal category: construction-category-structures canBuildInImpassable: true - description: Clear, with added RadAbsorb to protect you from deadly radiation. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -744,14 +662,12 @@ placementMode: SnapgridCenter - type: construction - name: diagonal reinforced uranium window id: ReinforcedUraniumWindowDiagonal graph: WindowDiagonal startNode: start targetNode: reinforcedUraniumWindowDiagonal category: construction-category-structures canBuildInImpassable: true - description: Clear and even tougher, with added RadAbsorb to protect you from deadly radiation. conditions: - !type:EmptyOrWindowValidInTile - !type:NoWindowsInTile @@ -762,13 +678,11 @@ placementMode: SnapgridCenter - type: construction - name: firelock id: Firelock graph: Firelock startNode: start targetNode: Firelock category: construction-category-structures - description: This is a firelock - it locks an area when a fire alarm in the area is triggered. Don't get squished! icon: sprite: Structures/Doors/Airlocks/Standard/firelock.rsi state: closed @@ -780,13 +694,11 @@ - !type:TileNotBlocked - type: construction - name: glass firelock id: FirelockGlass graph: Firelock startNode: start targetNode: FirelockGlass category: construction-category-structures - description: This is a firelock - it locks an area when a fire alarm in the area is triggered. Don't get squished! icon: sprite: Structures/Doors/Airlocks/Glass/firelock.rsi state: closed @@ -798,13 +710,11 @@ - !type:TileNotBlocked - type: construction - name: thin firelock id: FirelockEdge graph: Firelock startNode: start targetNode: FirelockEdge category: construction-category-structures - description: This is a firelock - it locks an area when a fire alarm in the area is triggered. Don't get squished! icon: sprite: Structures/Doors/edge_door_hazard.rsi state: closed @@ -815,13 +725,11 @@ - !type:TileNotBlocked - type: construction - name: shutter id: Shutters graph: Shutters startNode: start targetNode: Shutters category: construction-category-structures - description: This is a shutter - connect it to a button to open and close it. icon: sprite: Structures/Doors/Shutters/shutters.rsi state: closed @@ -830,13 +738,11 @@ canBuildInImpassable: true - type: construction - name: glass shutter id: ShuttersWindow graph: Shutters startNode: start targetNode: ShuttersWindow category: construction-category-structures - description: This is a shutter - connect it to a button to open and close it. icon: sprite: Structures/Doors/Shutters/shutters_window.rsi state: closed @@ -845,13 +751,11 @@ canBuildInImpassable: true - type: construction - name: radiation shutter id: ShuttersRadiation graph: Shutters startNode: start targetNode: ShuttersRadiation category: construction-category-structures - description: This is a shutter - connect it to a button to open and close it. icon: sprite: Structures/Doors/Shutters/shutters_radiation.rsi state: closed @@ -860,13 +764,11 @@ canBuildInImpassable: true - type: construction - name: blast door id: BlastDoor graph: BlastDoor startNode: start targetNode: blastdoor category: construction-category-structures - description: This one says 'BLAST DONGER'. icon: sprite: Structures/Doors/Shutters/blastdoor.rsi state: closed @@ -875,13 +777,11 @@ canBuildInImpassable: true - type: construction - name: catwalk id: Catwalk graph: Catwalk startNode: start targetNode: Catwalk category: construction-category-structures - description: Just like a lattice. Except it looks better. conditions: - !type:TileNotBlocked failIfSpace: false @@ -897,13 +797,11 @@ canBuildInImpassable: false - type: construction - name: bananium floor id: FloorBananium graph: FloorBananium startNode: start targetNode: BananiumFloor category: construction-category-structures - description: A slippery floor of bright yellow bananium. conditions: - !type:TileNotBlocked failIfSpace: false @@ -918,13 +816,11 @@ canBuildInImpassable: false - type: construction - name: wooden barricade id: Barricade graph: Barricade startNode: start targetNode: barricadefull category: construction-category-structures - description: An improvised barricade made out of wooden planks. icon: sprite: Structures/barricades.rsi state: barricade_full @@ -935,13 +831,11 @@ - !type:TileNotBlocked - type: construction - name: wooden barricade id: BarricadeDirectional graph: BarricadeDirectional startNode: start targetNode: barricadefull category: construction-category-structures - description: An improvised barricade made out of wooden planks. icon: sprite: Structures/barricades.rsi state: barricade_directional @@ -952,13 +846,11 @@ - !type:TileNotBlocked - type: construction - name: railing id: Railing graph: Railing startNode: start targetNode: railing category: construction-category-structures - description: Basic railing meant to protect idiots like you from falling. icon: sprite: Structures/Walls/railing.rsi state: side @@ -969,13 +861,11 @@ - !type:TileNotBlocked - type: construction - name: railing corner id: RailingCorner graph: Railing startNode: start targetNode: railingCorner category: construction-category-structures - description: Basic railing meant to protect idiots like you from falling. icon: sprite: Structures/Walls/railing.rsi state: corner @@ -986,13 +876,11 @@ - !type:TileNotBlocked - type: construction - name: railing corner small id: RailingCornerSmall graph: Railing startNode: start targetNode: railingCornerSmall category: construction-category-structures - description: Basic railing meant to protect idiots like you from falling. icon: sprite: Structures/Walls/railing.rsi state: corner_small @@ -1003,13 +891,11 @@ - !type:TileNotBlocked - type: construction - name: railing round id: RailingRound graph: Railing startNode: start targetNode: railingRound category: construction-category-structures - description: Basic railing meant to protect idiots like you from falling. icon: sprite: Structures/Walls/railing.rsi state: round @@ -1021,13 +907,11 @@ # Chain link fencing - type: construction - name: chain link fence id: FenceMetal graph: FenceMetal startNode: start targetNode: straight category: construction-category-structures - description: Part of a chain link fence meant to cordon off areas. icon: sprite: Structures/Walls/fence.rsi state: straight @@ -1038,13 +922,11 @@ - !type:TileNotBlocked - type: construction - name: chain link fence corner id: FenceMetalCorner graph: FenceMetal startNode: start targetNode: corner category: construction-category-structures - description: Part of a chain link fence meant to cordon off areas. icon: sprite: Structures/Walls/fence.rsi state: corner @@ -1055,13 +937,11 @@ - !type:TileNotBlocked - type: construction - name: chain link fence end-piece id: FenceMetalEnd graph: FenceMetal startNode: start targetNode: end category: construction-category-structures - description: Part of a chain link fence meant to cordon off areas. icon: sprite: Structures/Walls/fence.rsi state: end @@ -1072,13 +952,11 @@ - !type:TileNotBlocked - type: construction - name: chain link fence gate id: FenceMetalGate graph: FenceMetal startNode: start targetNode: gate category: construction-category-structures - description: An easy way to get through a chain link fence. icon: sprite: Structures/Walls/fence.rsi state: door_closed @@ -1090,13 +968,11 @@ #Wooden fence high - type: construction - name: wooden high fence id: FenceWood graph: FenceWood startNode: start targetNode: straight category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: straight @@ -1107,13 +983,11 @@ - !type:TileNotBlocked - type: construction - name: wooden high fence end id: FenceWoodEnd graph: FenceWood startNode: start targetNode: end category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: end @@ -1124,13 +998,11 @@ - !type:TileNotBlocked - type: construction - name: wooden high fence corner id: FenceWoodCorner graph: FenceWood startNode: start targetNode: corner category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: corner @@ -1141,13 +1013,11 @@ - !type:TileNotBlocked - type: construction - name: wooden high fence t-junction id: FenceWoodTJunction graph: FenceWood startNode: start targetNode: tjunction category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: tjunction @@ -1158,13 +1028,11 @@ - !type:TileNotBlocked - type: construction - name: wooden high fence gate id: FenceWoodGate graph: FenceWood startNode: start targetNode: gate category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: door_closed @@ -1176,13 +1044,11 @@ #Wooden fence small - type: construction - name: wooden small fence id: FenceWoodSmall graph: FenceWood startNode: start targetNode: straight_small category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: straight_small @@ -1193,13 +1059,11 @@ - !type:TileNotBlocked - type: construction - name: wooden small fence end id: FenceWoodEndSmall graph: FenceWood startNode: start targetNode: end_small category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: end_small @@ -1210,13 +1074,11 @@ - !type:TileNotBlocked - type: construction - name: wooden small fence corner id: FenceWoodCornerSmall graph: FenceWood startNode: start targetNode: corner_small category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: corner_small @@ -1227,13 +1089,11 @@ - !type:TileNotBlocked - type: construction - name: wooden small fence t-junction id: FenceWoodTJunctionSmall graph: FenceWood startNode: start targetNode: tjunction_small category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: tjunction_small @@ -1244,13 +1104,11 @@ - !type:TileNotBlocked - type: construction - name: wooden small fence gate id: FenceWoodGateSmall graph: FenceWood startNode: start targetNode: gate_small category: construction-category-structures - description: Part of a wooden fence meant to cordon off areas. icon: sprite: Structures/Walls/wooden_fence.rsi state: door_closed_small @@ -1262,13 +1120,11 @@ #Airlocks - type: construction - name: airlock id: Airlock graph: Airlock startNode: start targetNode: airlock category: construction-category-structures - description: It opens, it closes, and maybe crushes you. icon: sprite: Structures/Doors/Airlocks/Standard/basic.rsi state: assembly @@ -1279,13 +1135,11 @@ - !type:TileNotBlocked - type: construction - name: glass airlock id: AirlockGlass graph: Airlock startNode: start targetNode: glassAirlock category: construction-category-structures - description: It opens, it closes, and maybe crushes you. icon: sprite: Structures/Doors/Airlocks/Glass/glass.rsi state: assembly @@ -1296,13 +1150,11 @@ - !type:TileNotBlocked - type: construction - name: pinion airlock id: PinionAirlock graph: PinionAirlock startNode: start targetNode: airlock category: construction-category-structures - description: It opens, it closes, and maybe crushes you. icon: sprite: Structures/Doors/Airlocks/Standard/clockwork_pinion.rsi state: assembly @@ -1313,13 +1165,11 @@ - !type:TileNotBlocked - type: construction - name: glass pinion airlock id: PinionAirlockGlass graph: PinionAirlock startNode: start targetNode: glassAirlock category: construction-category-structures - description: It opens, it closes, and maybe crushes you. icon: sprite: Structures/Doors/Airlocks/Glass/clockwork_pinion.rsi state: assembly @@ -1330,13 +1180,11 @@ - !type:TileNotBlocked - type: construction - name: shuttle airlock id: AirlockShuttle graph: AirlockShuttle startNode: start targetNode: airlock category: construction-category-structures - description: It opens, it closes, and maybe crushes you. Necessary for connecting two space craft together. icon: sprite: Structures/Doors/Airlocks/Glass/shuttle.rsi state: closed @@ -1348,13 +1196,11 @@ - !type:TileNotBlocked - type: construction - name: glass shuttle airlock id: AirlockGlassShuttle graph: AirlockShuttle startNode: start targetNode: airlockGlass category: construction-category-structures - description: It opens, it closes, and maybe crushes you. Necessary for connecting two space craft together. This one has a window. icon: sprite: Structures/Doors/Airlocks/Glass/shuttle.rsi state: closed @@ -1366,13 +1212,11 @@ - !type:TileNotBlocked - type: construction - name: windoor id: Windoor graph: Windoor startNode: start targetNode: windoor category: construction-category-structures - description: It opens, it closes, and you can see through it! And it can be made of Plasma, Uranium, or normal Glass! icon: sprite: Structures/Doors/Windoors/windoor.rsi state: closed @@ -1383,13 +1227,11 @@ - !type:TileNotBlocked - type: construction - name: secure windoor id: SecureWindoor graph: Windoor startNode: start targetNode: windoorSecure category: construction-category-structures - description: It's tough, it's a door, and you can see through it! And it can be made of Plasma, Uranium, or normal Glass! icon: sprite: Structures/Doors/Windoors/windoor.rsi state: closed @@ -1400,13 +1242,11 @@ - !type:TileNotBlocked - type: construction - name: clockwork windoor id: ClockworkWindoor graph: Windoor startNode: start targetNode: windoorClockwork category: construction-category-structures - description: It opens, it closes, and you can see through it! This one looks tough. icon: sprite: Structures/Doors/Windoors/clockwork_windoor.rsi state: closed @@ -1418,13 +1258,11 @@ #lighting - type: construction - name: wall light id: LightTubeFixture graph: LightFixture startNode: start targetNode: tubeLight category: construction-category-structures - description: A wall light fixture. Use light tubes. icon: sprite: Structures/Wallmounts/Lighting/light_tube.rsi state: base @@ -1438,13 +1276,11 @@ - !type:TileNotBlocked - type: construction - name: small wall light id: LightSmallFixture graph: LightFixture startNode: start targetNode: bulbLight category: construction-category-structures - description: A wall light fixture. Use light bulbs. icon: sprite: Structures/Wallmounts/Lighting/light_small.rsi state: base @@ -1457,13 +1293,11 @@ - !type:TileNotBlocked - type: construction - name: ground light post id: LightGroundFixture graph: LightFixture startNode: start targetNode: groundLight category: construction-category-structures - description: A ground light fixture. Use light bulbs. icon: sprite: Structures/Lighting/LightPosts/small_light_post.rsi state: base @@ -1475,13 +1309,11 @@ - !type:TileNotBlocked - type: construction - name: strobe light id: LightStrobeFixture graph: LightFixture startNode: start targetNode: strobeLight category: construction-category-structures - description: A wall light fixture. Use light bulbs. icon: sprite: Structures/Wallmounts/Lighting/strobe_light.rsi state: base @@ -1494,13 +1326,11 @@ #conveyor - type: construction - name: conveyor belt id: ConveyorBelt graph: ConveyorGraph startNode: start targetNode: entity category: construction-category-structures - description: A conveyor belt, commonly used to transport large numbers of items elsewhere quite quickly. objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: false @@ -1511,13 +1341,11 @@ - !type:TileNotBlocked - type: construction - name: metal door id: MetalDoor graph: DoorGraph startNode: start targetNode: metalDoor category: construction-category-structures - description: A primitive door with manual operation like the cavemen used. objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: false @@ -1528,13 +1356,11 @@ - !type:TileNotBlocked - type: construction - name: wooden door id: WoodDoor graph: DoorGraph startNode: start targetNode: woodDoor category: construction-category-structures - description: A primitive door with manual operation like the cavemen used. objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: false @@ -1545,13 +1371,11 @@ - !type:TileNotBlocked - type: construction - name: plasma door id: PlasmaDoor graph: DoorGraph startNode: start targetNode: plasmaDoor category: construction-category-structures - description: A primitive door with manual operation like the cavemen used. objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: false @@ -1562,13 +1386,11 @@ - !type:TileNotBlocked - type: construction - name: gold door id: GoldDoor graph: DoorGraph startNode: start targetNode: goldDoor category: construction-category-structures - description: A primitive door with manual operation like the cavemen used. objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: false @@ -1579,13 +1401,11 @@ - !type:TileNotBlocked - type: construction - name: silver door id: SilverDoor graph: DoorGraph startNode: start targetNode: silverDoor category: construction-category-structures - description: A primitive door with manual operation like the cavemen used. objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: false @@ -1596,13 +1416,11 @@ - !type:TileNotBlocked - type: construction - name: paper door id: PaperDoor graph: DoorGraph startNode: start targetNode: paperDoor category: construction-category-structures - description: A primitive door with manual operation like the cavemen used. objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: false @@ -1611,14 +1429,12 @@ state: closed - type: construction - name: plastic flaps id: PlasticFlapsClear graph: PlasticFlapsGraph startNode: start targetNode: plasticFlaps category: construction-category-structures placementMode: SnapgridCenter - description: A plastic flap to let items through and keep people out. objectType: Structure canBuildInImpassable: false icon: @@ -1628,14 +1444,12 @@ - !type:TileNotBlocked - type: construction - name: opaque plastic flaps id: PlasticFlapsOpaque graph: PlasticFlapsGraph startNode: start targetNode: opaqueFlaps category: construction-category-structures placementMode: SnapgridCenter - description: An opaque plastic flap to let items through and keep people out. objectType: Structure canBuildInImpassable: false icon: @@ -1645,14 +1459,12 @@ - !type:TileNotBlocked - type: construction - name: carp statue id: CarpStatue graph: CarpStatue startNode: start targetNode: statue category: construction-category-structures placementMode: SnapgridCenter - description: A statue of one of the brave carp that got us where we are today. Made with real teeth! objectType: Structure canBuildInImpassable: false icon: @@ -1662,14 +1474,12 @@ - !type:TileNotBlocked - type: construction - name: bananium clown statue id: BananiumClownStatue graph: BananiumStatueClown startNode: start targetNode: bananiumStatue category: construction-category-structures placementMode: SnapgridCenter - description: A clown statue made from bananium. objectType: Structure canBuildInImpassable: false icon: @@ -1679,13 +1489,11 @@ - !type:TileNotBlocked - type: construction - name: bananium door id: BananiumDoor graph: DoorGraph startNode: start targetNode: bananiumDoor category: construction-category-structures - description: A primitive door made from bananium, it honks. objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: false @@ -1696,13 +1504,11 @@ - !type:TileNotBlocked - type: construction - name: bananium altar id: BananiumAltar graph: BananiumAltarGraph startNode: start targetNode: bananiumAltar category: construction-category-structures - description: An altar to worship the honkmother with. icon: sprite: Structures/Furniture/Altars/Cults/bananium.rsi state: full @@ -1714,13 +1520,11 @@ - !type:TileNotBlocked - type: construction - name: solid secret door id: SolidSecretDoor graph: SecretDoor startNode: start targetNode: solidSecretDoor category: construction-category-structures - description: A secret door for the wall. objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: false diff --git a/Resources/Prototypes/Recipes/Construction/tools.yml b/Resources/Prototypes/Recipes/Construction/tools.yml index bb89c5f244264e..df47fefaf24810 100644 --- a/Resources/Prototypes/Recipes/Construction/tools.yml +++ b/Resources/Prototypes/Recipes/Construction/tools.yml @@ -1,54 +1,44 @@ - type: construction - name: torch id: LightTorch graph: LightTorch startNode: start targetNode: torch category: construction-category-tools - description: A torch fashioned from some wood. icon: { sprite: Objects/Misc/torch.rsi, state: icon } objectType: Item - type: construction - name: logic gate id: LogicGate graph: LogicGate startNode: start targetNode: logic_gate category: construction-category-tools - description: A binary logic gate for signals. icon: { sprite: Objects/Devices/gates.rsi, state: or_icon } objectType: Item - type: construction - name: edge detector id: EdgeDetector graph: LogicGate startNode: start targetNode: edge_detector category: construction-category-tools - description: An edge detector for signals. icon: { sprite: Objects/Devices/gates.rsi, state: edge_detector } objectType: Item - type: construction - name: power sensor id: PowerSensor graph: LogicGate startNode: start targetNode: power_sensor category: construction-category-tools - description: A power network checking device for signals. icon: { sprite: Objects/Devices/gates.rsi, state: power_sensor } objectType: Item - type: construction - name: memory cell id: MemoryCell graph: LogicGate startNode: start targetNode: memory_cell category: construction-category-tools - description: A memory cell for signals. icon: { sprite: Objects/Devices/gates.rsi, state: memory_cell } objectType: Item diff --git a/Resources/Prototypes/Recipes/Construction/utilities.yml b/Resources/Prototypes/Recipes/Construction/utilities.yml index 5dc0168fd36ca3..ca30508db617a4 100644 --- a/Resources/Prototypes/Recipes/Construction/utilities.yml +++ b/Resources/Prototypes/Recipes/Construction/utilities.yml @@ -1,12 +1,10 @@ # SURVEILLANCE - type: construction - name: camera id: camera graph: SurveillanceCamera startNode: start targetNode: camera category: construction-category-utilities - description: "Surveillance camera. It's watching. Soon." icon: sprite: Structures/Wallmounts/camera.rsi state: camera @@ -14,13 +12,11 @@ placementMode: SnapgridCenter - type: construction - name: telescreen id: WallmountTelescreen graph: WallmountTelescreen startNode: start targetNode: Telescreen category: construction-category-utilities - description: "A surveillance camera monitor for the wall." icon: sprite: Structures/Machines/computers.rsi state: telescreen_frame @@ -29,13 +25,11 @@ canBuildInImpassable: true - type: construction - name: station map id: StationMap graph: StationMap startNode: start targetNode: station_map category: construction-category-structures - description: A station map. icon: sprite: Structures/Machines/station_map.rsi state: station_map0 @@ -48,13 +42,11 @@ # POWER - type: construction - name: APC id: APC graph: APC startNode: start targetNode: apc category: construction-category-utilities - description: "Area Power Controller (APC). Controls power. In an area." icon: sprite: Structures/Power/apc.rsi state: base @@ -63,13 +55,11 @@ canBuildInImpassable: true - type: construction - name: cable terminal id: CableTerminal graph: CableTerminal startNode: start targetNode: cable_terminal category: construction-category-utilities - description: "Input of devices such as the SMES. The red cables needs to face the device." icon: sprite: Structures/Power/cable_terminal.rsi state: term @@ -78,13 +68,11 @@ canBuildInImpassable: false - type: construction - name: wallmount substation id: WallmountSubstation graph: WallmountSubstation startNode: start targetNode: substation category: construction-category-utilities - description: "A wallmount substation for compact spaces. Make sure to place cable underneath before building the wall." icon: sprite: Structures/Power/substation.rsi state: substation_wall @@ -93,13 +81,11 @@ canBuildInImpassable: true - type: construction - name: wallmount generator id: WallmountGenerator graph: WallmountGenerator startNode: start targetNode: generator category: construction-category-utilities - description: "A wallmount generator for compact spaces. Make sure to place cable underneath before building the wall." icon: sprite: Structures/Power/Generation/wallmount_generator.rsi state: panel @@ -108,13 +94,11 @@ canBuildInImpassable: true - type: construction - name: wallmount APU id: WallmountGeneratorAPU graph: WallmountGenerator startNode: start targetNode: APU category: construction-category-utilities - description: "A wallmount APU for compact shuttles. Make sure to place cable underneath before building the wall." icon: sprite: Structures/Power/Generation/wallmount_generator.rsi state: panel @@ -124,8 +108,6 @@ # DISPOSALS - type: construction - name: disposal unit - description: A pneumatic waste disposal unit. id: DisposalUnit graph: DisposalMachine startNode: start @@ -138,8 +120,6 @@ state: "disposal" - type: construction - name: mailing unit - description: A pneumatic mail delivery unit. id: MailingUnit graph: DisposalMachine startNode: start @@ -152,9 +132,7 @@ state: "mailing" - type: construction - name: disposal pipe id: DisposalPipe - description: A huge pipe segment used for constructing disposal systems. graph: DisposalPipe startNode: start targetNode: pipe @@ -166,8 +144,6 @@ state: conpipe-s - type: construction - name: disposal tagger - description: A pipe that tags entities for routing. id: DisposalTagger graph: DisposalPipe startNode: start @@ -180,8 +156,6 @@ state: conpipe-tagger - type: construction - name: disposal trunk - description: A pipe trunk used as an entry point for disposal systems. id: DisposalTrunk graph: DisposalPipe startNode: start @@ -194,8 +168,6 @@ state: conpipe-t - type: construction - name: disposal router - description: A three-way router. Entities with matching tags get routed to the side. id: DisposalRouter graph: DisposalPipe startNode: start @@ -210,8 +182,6 @@ - type: construction hide: true - name: disposal router - description: A three-way router. Entities with matching tags get routed to the side. id: DisposalRouterFlipped graph: DisposalPipe startNode: start @@ -225,8 +195,6 @@ mirror: DisposalRouter - type: construction - name: disposal signal router - description: A signal-controlled three-way router. id: DisposalSignalRouter graph: DisposalPipe startNode: start @@ -241,8 +209,6 @@ - type: construction hide: true - name: disposal signal router - description: A signal-controlled three-way router. id: DisposalSignalRouterFlipped graph: DisposalPipe startNode: start @@ -256,8 +222,6 @@ mirror: DisposalSignalRouter - type: construction - name: disposal junction - description: A three-way junction. The arrow indicates where items exit. id: DisposalJunction graph: DisposalPipe startNode: start @@ -272,8 +236,6 @@ - type: construction hide: true - name: disposal junction - description: A three-way junction. The arrow indicates where items exit. id: DisposalJunctionFlipped graph: DisposalPipe startNode: start @@ -287,8 +249,6 @@ mirror: DisposalJunction - type: construction - name: disposal Y junction - description: A three-way junction with another exit point. id: DisposalYJunction graph: DisposalPipe startNode: start @@ -301,8 +261,6 @@ state: conpipe-y - type: construction - name: disposal bend - description: A tube bent at a 90 degree angle. id: DisposalBend graph: DisposalPipe startNode: start @@ -316,13 +274,11 @@ # ATMOS - type: construction - name: air alarm id: AirAlarmFixture graph: AirAlarm startNode: start targetNode: air_alarm category: construction-category-structures - description: An air alarm. Alarms... air? icon: sprite: Structures/Wallmounts/air_monitors.rsi state: alarm0 @@ -334,13 +290,11 @@ - !type:WallmountCondition {} - type: construction - name: fire alarm id: FireAlarm graph: FireAlarm startNode: start targetNode: fire_alarm category: construction-category-structures - description: A fire alarm. Spicy! icon: sprite: Structures/Wallmounts/air_monitors.rsi state: fire0 @@ -352,13 +306,11 @@ - !type:WallmountCondition {} - type: construction - name: air sensor id: AirSensor graph: AirSensor startNode: start targetNode: sensor category: construction-category-structures - description: An air sensor. Senses air. icon: sprite: Structures/Specific/Atmospherics/sensor.rsi state: gsensor1 @@ -368,9 +320,7 @@ # ATMOS PIPES - type: construction - name: gas pipe half id: GasPipeHalf - description: Half of a gas pipe. No skateboards. graph: GasPipe startNode: start targetNode: half @@ -382,9 +332,7 @@ state: pipeHalf - type: construction - name: gas pipe straight id: GasPipeStraight - description: A straight pipe segment. graph: GasPipe startNode: start targetNode: straight @@ -396,9 +344,7 @@ state: pipeStraight - type: construction - name: gas pipe bend id: GasPipeBend - description: A pipe segment bent at a 90 degree angle. graph: GasPipe startNode: start targetNode: bend @@ -410,9 +356,7 @@ state: pipeBend - type: construction - name: gas pipe T junction id: GasPipeTJunction - description: A pipe segment with a T junction. graph: GasPipe startNode: start targetNode: tjunction @@ -424,9 +368,7 @@ state: pipeTJunction - type: construction - name: gas pipe fourway id: GasPipeFourway - description: A pipe segment with a fourway junction. graph: GasPipe startNode: start targetNode: fourway @@ -439,8 +381,6 @@ # ATMOS UNARY - type: construction - name: air vent - description: Pumps gas into the room. id: GasVentPump graph: GasUnary startNode: start @@ -460,8 +400,6 @@ - !type:NoUnstackableInTile - type: construction - name: passive vent - description: Unpowered vent that equalises gases on both sides. id: GasPassiveVent graph: GasUnary startNode: start @@ -481,8 +419,6 @@ - !type:NoUnstackableInTile - type: construction - name: air scrubber - description: Sucks gas into connected pipes. id: GasVentScrubber graph: GasUnary startNode: start @@ -502,8 +438,6 @@ - !type:NoUnstackableInTile - type: construction - name: air injector - description: Injects air into the atmosphere. id: GasOutletInjector graph: GasUnary startNode: start @@ -524,9 +458,7 @@ # ATMOS BINARY - type: construction - name: gas pump id: GasPressurePump - description: A pump that moves gas by pressure. graph: GasBinary startNode: start targetNode: pressurepump @@ -545,8 +477,6 @@ - !type:NoUnstackableInTile - type: construction - name: volumetric gas pump - description: A pump that moves gas by volume. id: GasVolumePump graph: GasBinary startNode: start @@ -567,8 +497,6 @@ - type: construction id: GasPassiveGate - name: passive gate - description: A one-way air valve that does not require power. graph: GasBinary startNode: start targetNode: passivegate @@ -588,8 +516,6 @@ - type: construction id: GasValve - name: manual valve - description: A pipe with a valve that can be used to disable the flow of gas through it. graph: GasBinary startNode: start targetNode: valve @@ -609,8 +535,6 @@ - type: construction id: SignalControlledValve - name: signal valve - description: Valve controlled by signal inputs. graph: GasBinary startNode: start targetNode: signalvalve @@ -630,8 +554,6 @@ - type: construction id: GasPort - name: connector port - description: For connecting portable devices related to atmospherics control. graph: GasBinary startNode: start targetNode: port @@ -652,7 +574,6 @@ - type: construction id: GasDualPortVentPump name: dual-port air vent - description: Has a valve and a pump attached to it. There are two ports, one is an input for releasing air, the other is an output when siphoning. graph: GasBinary startNode: start targetNode: dualportventpump @@ -670,8 +591,6 @@ - type: construction id: HeatExchanger - name: radiator - description: Transfers heat between the pipe and its surroundings. graph: GasBinary startNode: start targetNode: radiator @@ -685,8 +604,6 @@ # ATMOS TRINARY - type: construction id: GasFilter - name: gas filter - description: Very useful for filtering gases. graph: GasTrinary startNode: start targetNode: filter @@ -703,8 +620,6 @@ - type: construction id: GasFilterFlipped hide: true - name: gas filter - description: Very useful for filtering gases. graph: GasTrinary startNode: start targetNode: filterflipped @@ -720,8 +635,6 @@ - type: construction id: GasMixer - name: gas mixer - description: Very useful for mixing gases. graph: GasTrinary startNode: start targetNode: mixer @@ -738,8 +651,6 @@ - type: construction id: GasMixerFlipped hide: true - name: gas mixer - description: Very useful for mixing gases. graph: GasTrinary startNode: start targetNode: mixerflipped @@ -755,8 +666,6 @@ - type: construction id: PressureControlledValve - name: pneumatic valve - description: Valve controlled by pressure. graph: GasTrinary startNode: start targetNode: pneumaticvalve @@ -771,13 +680,11 @@ # INTERCOM - type: construction - name: intercom id: IntercomAssembly graph: Intercom startNode: start targetNode: intercom category: construction-category-structures - description: An intercom. For when the station just needs to know something. icon: sprite: Structures/Wallmounts/intercom.rsi state: base @@ -790,13 +697,11 @@ # TIMERS - type: construction - name: signal timer id: SignalTimer graph: Timer startNode: start targetNode: signal category: construction-category-utilities - description: "A wallmounted timer for sending timed signals to things." icon: sprite: Structures/Wallmounts/switch.rsi state: on @@ -807,13 +712,11 @@ - !type:WallmountCondition - type: construction - name: screen timer id: ScreenTimer graph: Timer startNode: start targetNode: screen category: construction-category-utilities - description: "A wallmounted timer for sending timed signals to things. This one has a screen for displaying text." icon: sprite: Structures/Wallmounts/signalscreen.rsi state: signalscreen @@ -825,13 +728,11 @@ - !type:WallmountCondition - type: construction - name: brig timer id: BrigTimer graph: Timer startNode: start targetNode: brig category: construction-category-utilities - description: "A wallmounted timer for sending timed signals to things. This one has a screen for displaying text and requires security access to use." icon: sprite: Structures/Wallmounts/signalscreen.rsi state: signalscreen diff --git a/Resources/Prototypes/Recipes/Construction/weapons.yml b/Resources/Prototypes/Recipes/Construction/weapons.yml index 040d4c8963d138..6615b22d5a56af 100644 --- a/Resources/Prototypes/Recipes/Construction/weapons.yml +++ b/Resources/Prototypes/Recipes/Construction/weapons.yml @@ -1,175 +1,143 @@ - type: construction - name: grey bladed flatcap id: BladedFlatcapGrey graph: BladedFlatcapGrey startNode: start targetNode: icon category: construction-category-weapons - description: An inconspicuous hat with glass shards sewn into the brim. icon: { sprite: Clothing/Head/Hats/greyflatcap.rsi, state: icon } objectType: Item - type: construction - name: brown bladed flatcap id: BladedFlatcapBrown graph: BladedFlatcapBrown startNode: start targetNode: icon category: construction-category-weapons - description: An inconspicuous hat with glass shards sewn into the brim. icon: { sprite: Clothing/Head/Hats/brownflatcap.rsi, state: icon } objectType: Item - type: construction - name: glass shiv id: Shiv graph: Shiv startNode: start targetNode: icon category: construction-category-weapons - description: A glass shard with a piece of cloth wrapped around it. icon: { sprite: Objects/Weapons/Melee/shiv.rsi, state: icon } objectType: Item - type: construction - name: reinforced shiv id: ReinforcedShiv graph: ReinforcedShiv startNode: start targetNode: icon category: construction-category-weapons - description: A reinforced glass shard with a piece of cloth wrapped around it. icon: { sprite: Objects/Weapons/Melee/reinforced_shiv.rsi, state: icon } objectType: Item - type: construction - name: plasma shiv id: PlasmaShiv graph: PlasmaShiv startNode: start targetNode: icon category: construction-category-weapons - description: A plasma shard with a piece of cloth wrapped around it. icon: { sprite: Objects/Weapons/Melee/plasma_shiv.rsi, state: icon } objectType: Item - type: construction - name: uranium shiv id: UraniumShiv graph: UraniumShiv startNode: start targetNode: icon category: construction-category-weapons - description: A uranium shard with a piece of cloth wrapped around it. icon: { sprite: Objects/Weapons/Melee/uranium_shiv.rsi, state: icon } objectType: Item - type: construction - name: crude spear id: Spear graph: Spear startNode: start targetNode: spear category: construction-category-weapons - description: A crude spear for when you need to put holes in somebody. icon: { sprite: Objects/Weapons/Melee/spear.rsi, state: spear } objectType: Item - type: construction - name: crude reinforced spear id: SpearReinforced graph: SpearReinforced startNode: start targetNode: spear category: construction-category-weapons - description: A crude reinforced spear for when you need to put holes in somebody. icon: { sprite: Objects/Weapons/Melee/reinforced_spear.rsi, state: spear } objectType: Item - type: construction - name: crude plasma spear id: SpearPlasma graph: SpearPlasma startNode: start targetNode: spear category: construction-category-weapons - description: A crude plasma spear for when you need to put holes in somebody. icon: { sprite: Objects/Weapons/Melee/plasma_spear.rsi, state: spear } objectType: Item - type: construction - name: crude uranium spear id: SpearUranium graph: SpearUranium startNode: start targetNode: spear category: construction-category-weapons - description: A crude uranium spear for when you need to put holes in somebody. icon: { sprite: Objects/Weapons/Melee/uranium_spear.rsi, state: spear } objectType: Item - type: construction - name: makeshift bola id: Bola graph: Bola startNode: start targetNode: bola category: construction-category-weapons - description: A simple weapon for tripping someone at a distance. icon: { sprite: Objects/Weapons/Throwable/bola.rsi, state: icon } objectType: Item - type: construction - name: wooden buckler id: WoodenBuckler graph: WoodenBuckler startNode: start targetNode: woodenBuckler category: construction-category-weapons - description: A nicely carved wooden shield! icon: { sprite: Objects/Weapons/Melee/shields.rsi, state: buckler-icon } objectType: Item - type: construction - name: makeshift shield id: MakeshiftShield graph: MakeshiftShield startNode: start targetNode: makeshiftShield category: construction-category-weapons - description: Crude and falling apart. Why would you make this? icon: { sprite: Objects/Weapons/Melee/shields.rsi, state: makeshift-icon } objectType: Item - type: construction - name: glass shard arrow id: ImprovisedArrow graph: ImprovisedArrow startNode: start targetNode: ImprovisedArrow category: construction-category-weapons - description: An arrow tipped with pieces of a glass shard, for use with a bow. icon: { sprite: Objects/Weapons/Guns/Bow/bow.rsi, state: wielded-arrow } objectType: Item - type: construction - name: improvised bow id: ImprovisedBow graph: ImprovisedBow startNode: start targetNode: ImprovisedBow category: construction-category-weapons - description: A shoddily constructed bow made out of wood and cloth. It's not much, but it's gotten the job done for millennia. icon: { sprite: Objects/Weapons/Guns/Bow/bow.rsi, state: unwielded } objectType: Item - type: construction - name: bone spear id: SpearBone graph: SpearBone startNode: start targetNode: spear category: construction-category-weapons - description: Bones and silk combined together. icon: { sprite: Objects/Weapons/Melee/bone_spear.rsi, state: spear } objectType: Item diff --git a/Resources/Prototypes/Recipes/Construction/web.yml b/Resources/Prototypes/Recipes/Construction/web.yml index 9a0d832d012d9d..f74ce47b28cc77 100644 --- a/Resources/Prototypes/Recipes/Construction/web.yml +++ b/Resources/Prototypes/Recipes/Construction/web.yml @@ -1,11 +1,9 @@ - type: construction - name: web wall id: WallWeb graph: WebStructures startNode: start targetNode: wall category: construction-category-structures - description: A fairly weak yet silky smooth wall. icon: sprite: Structures/Walls/web.rsi state: full @@ -20,13 +18,11 @@ - !type:TileNotBlocked - type: construction - name: web table id: TableWeb graph: WebStructures startNode: start targetNode: table category: construction-category-furniture - description: Essential for any serious web development. icon: sprite: Structures/Furniture/Tables/web.rsi state: full @@ -41,13 +37,11 @@ - !type:TileNotBlocked - type: construction - name: web bed id: WebBed graph: WebStructures startNode: start targetNode: bed category: construction-category-furniture - description: Fun fact, you eating spiders in your sleep is false. icon: sprite: Structures/Web/bed.rsi state: icon @@ -62,13 +56,11 @@ - !type:TileNotBlocked - type: construction - name: web chair id: ChairWeb graph: WebStructures startNode: start targetNode: chair category: construction-category-furniture - description: You want to get serious about web development? Get this chair! icon: sprite: Structures/Web/chair.rsi state: icon @@ -80,13 +72,11 @@ - SpiderCraft - type: construction - name: web crate id: CrateWeb graph: WebStructures startNode: start targetNode: crate category: construction-category-storage - description: For containment of food and other things. Not as durable as a normal crate, and can't be welded shut. icon: sprite: Structures/Storage/Crates/web.rsi state: icon @@ -99,13 +89,11 @@ - SpiderCraft - type: construction - name: web door id: WebDoor graph: WebStructures startNode: start targetNode: door category: construction-category-structures - description: A manual door made from web, normally placed right before a pit or trap. icon: sprite: Structures/Doors/web_door.rsi state: closed diff --git a/Resources/Prototypes/Recipes/Crafting/artifact.yml b/Resources/Prototypes/Recipes/Crafting/artifact.yml index c627f00c162913..47e162476f4998 100644 --- a/Resources/Prototypes/Recipes/Crafting/artifact.yml +++ b/Resources/Prototypes/Recipes/Crafting/artifact.yml @@ -1,12 +1,10 @@ - type: construction - name: alien artifact id: Artifact graph: Artifact startNode: start targetNode: done category: construction-category-misc objectType: Item - description: A strange alien artifact icon: sprite: Objects/Specific/Xenoarchaeology/item_artifacts.rsi state: ano01 diff --git a/Resources/Prototypes/Recipes/Crafting/bots.yml b/Resources/Prototypes/Recipes/Crafting/bots.yml index 3031f4a7803599..98d7a0e1dae969 100644 --- a/Resources/Prototypes/Recipes/Crafting/bots.yml +++ b/Resources/Prototypes/Recipes/Crafting/bots.yml @@ -1,77 +1,65 @@ - type: construction - name: cleanbot id: cleanbot graph: CleanBot startNode: start targetNode: bot category: construction-category-utilities objectType: Item - description: This bot wanders around the station, mopping up any puddles it sees. icon: sprite: Mobs/Silicon/Bots/cleanbot.rsi state: cleanbot - type: construction - name: honkbot id: honkbot graph: HonkBot startNode: start targetNode: bot category: construction-category-utilities objectType: Item - description: This bot honks and slips people. icon: sprite: Mobs/Silicon/Bots/honkbot.rsi state: honkbot - type: construction - name: jonkbot id: jonkbot graph: JonkBot startNode: start targetNode: bot category: construction-category-utilities objectType: Item - description: This cursed bot honks, laughs and slips people. icon: sprite: Mobs/Silicon/Bots/honkbot.rsi state: jonkbot - type: construction - name: medibot id: medibot graph: MediBot startNode: start targetNode: bot category: construction-category-utilities objectType: Item - description: This bot can help supply basic healing. icon: sprite: Mobs/Silicon/Bots/medibot.rsi state: medibot - type: construction - name: mimebot id: mimebot graph: MimeBot startNode: start targetNode: bot category: construction-category-utilities objectType: Item - description: This bot knows how to wave. icon: sprite: Mobs/Silicon/Bots/mimebot.rsi state: mimebot - type: construction - name: supplybot id: supplybot graph: SupplyBot startNode: start targetNode: bot category: construction-category-utilities objectType: Item - description: This bot can be loaded with cargo to make deliveries. icon: sprite: Mobs/Silicon/Bots/supplybot.rsi state: supplybot diff --git a/Resources/Prototypes/Recipes/Crafting/crates.yml b/Resources/Prototypes/Recipes/Crafting/crates.yml index 72fabc2221b6ab..2f84949c7ad1d8 100644 --- a/Resources/Prototypes/Recipes/Crafting/crates.yml +++ b/Resources/Prototypes/Recipes/Crafting/crates.yml @@ -1,89 +1,73 @@ - type: construction - name: livestock crate id: CrateLivestock graph: CrateLivestock startNode: start targetNode: cratelivestock category: construction-category-storage - description: A wooden crate for holding livestock. icon: { sprite: Structures/Storage/Crates/livestock.rsi, state: base } objectType: Structure - type: construction - name: steel crate id: CrateGenericSteel graph: CrateGenericSteel startNode: start targetNode: crategenericsteel category: construction-category-storage - description: A metal crate for storing things. icon: { sprite: Structures/Storage/Crates/generic.rsi, state: icon } objectType: Structure - type: construction - name: secure crate id: CrateSecure graph: CrateSecure startNode: start targetNode: cratesecure category: construction-category-storage - description: A secure metal crate for storing things. Requires no special access, can be configured with an Access Configurator. icon: { sprite: Structures/Storage/Crates/secure.rsi, state: icon } objectType: Structure - type: construction - name: plastic crate id: CratePlastic graph: CratePlastic startNode: start targetNode: crateplastic category: construction-category-storage - description: A plastic crate for storing things. icon: { sprite: Structures/Storage/Crates/plastic.rsi, state: icon } objectType: Structure - type: construction - name: cardboard box id: BigBox graph: BaseBigBox startNode: start targetNode: basebigbox category: construction-category-storage - description: A big box for storing things or hiding in. icon: { sprite: Structures/Storage/closet.rsi, state: cardboard } objectType: Structure - type: construction - name: cardboard box id: BoxCardboard graph: BoxCardboard startNode: start targetNode: boxcardboard category: construction-category-storage - description: A small box for storing things. icon: { sprite: Objects/Storage/boxes.rsi, state: box } objectType: Item - type: construction - name: pizza box id: FoodBoxPizza graph: FoodBoxPizza startNode: start targetNode: foodboxpizza category: construction-category-storage - description: A box for pizza. - icon: + icon: sprite: Objects/Consumable/Food/Baked/pizza.rsi state: box objectType: Item - type: construction - name: coffin id: CrateCoffin graph: CrateCoffin startNode: start targetNode: cratecoffin category: construction-category-storage - description: A coffin for storing corpses. icon: { sprite: Structures/Storage/Crates/coffin.rsi, state: base } objectType: Structure diff --git a/Resources/Prototypes/Recipes/Crafting/improvised.yml b/Resources/Prototypes/Recipes/Crafting/improvised.yml index 38d254c1416d94..5dc76df050fbf9 100644 --- a/Resources/Prototypes/Recipes/Crafting/improvised.yml +++ b/Resources/Prototypes/Recipes/Crafting/improvised.yml @@ -1,216 +1,182 @@ - type: construction - name: baseball bat id: bat graph: WoodenBat startNode: start targetNode: bat category: construction-category-weapons - description: A robust baseball bat. icon: sprite: Objects/Weapons/Melee/baseball_bat.rsi state: icon objectType: Item - type: construction - name: ghost sheet id: ghost_sheet graph: GhostSheet startNode: start targetNode: ghost_sheet category: construction-category-clothing - description: Become a spooky ghost. Boo! icon: sprite: Clothing/OuterClothing/Misc/ghostsheet.rsi state: icon objectType: Item - type: construction - name: makeshift handcuffs id: makeshifthandcuffs graph: makeshifthandcuffs startNode: start targetNode: cuffscable category: construction-category-tools - description: "Homemade handcuffs crafted from spare cables." icon: { sprite: Objects/Misc/cablecuffs.rsi, state: cuff } objectType: Item - type: construction - name: makeshift stunprod id: makeshiftstunprod graph: makeshiftstunprod startNode: start targetNode: msstunprod category: construction-category-weapons - description: "Homemade stunprod." icon: { sprite: Objects/Weapons/Melee/stunprod.rsi, state: stunprod_off } objectType: Item - type: construction - name: muzzle id: muzzle graph: Muzzle startNode: start targetNode: muzzle category: construction-category-tools objectType: Item - description: "A muzzle to shut your victim up." icon: sprite: Clothing/Mask/muzzle.rsi state: icon - type: construction - name: improvised pneumatic cannon id: pneumaticcannon graph: PneumaticCannon startNode: start targetNode: cannon category: construction-category-weapons objectType: Item - description: This son of a gun can fire anything that fits in it using just a little gas. icon: sprite: Objects/Weapons/Guns/Cannons/pneumatic_cannon.rsi state: icon - type: construction - name: gauze id: gauze graph: Gauze startNode: start targetNode: gauze category: construction-category-tools objectType: Item - description: When you've really got nothing left. icon: sprite: Objects/Specific/Medical/medical.rsi state: gauze - type: construction - name: blindfold id: blindfold graph: Blindfold startNode: start targetNode: blindfold category: construction-category-tools objectType: Item - description: Better hope everyone turns a blind eye to you crafting this sussy item... icon: sprite: Clothing/Eyes/Misc/blindfold.rsi state: icon - type: construction - name: flower wreath id: flowerwreath graph: flowerwreath startNode: start targetNode: flowerwreath category: construction-category-clothing - description: A wreath of colourful flowers. Can be worn both on head and neck. icon: sprite: Clothing/Head/Misc/flower-wreath.rsi state: icon objectType: Item - type: construction - name: damp rag id: rag graph: Rag startNode: start targetNode: rag category: construction-category-tools objectType: Item - description: A damp rag to clean up the ground. Better than slipping around all day. icon: sprite: Objects/Specific/Janitorial/rag.rsi state: rag - type: construction - name: improvised shotgun id: improvisedshotgun graph: ImprovisedShotgunGraph startNode: start targetNode: shotgun category: construction-category-weapons objectType: Item - description: A shitty, single-shot shotgun made from salvaged and hand-crafted gun parts. Ammo not included. icon: sprite: Objects/Weapons/Guns/Shotguns/improvised_shotgun.rsi state: icon - type: construction - name: improvised shotgun shell id: ShellShotgunImprovised graph: ImprovisedShotgunShellGraph startNode: start targetNode: shell category: construction-category-weapons objectType: Item - description: A homemade shotgun shell that shoots painful glass shrapnel. The spread is so wide that it couldn't hit the broad side of a Barn icon: sprite: Objects/Weapons/Guns/Ammunition/Casings/shotgun_shell.rsi state: improvised - type: construction - name: rifle stock id: riflestock graph: RifleStockGraph startNode: start targetNode: riflestock category: construction-category-weapons objectType: Item - description: A stock carved out of wood, vital for improvised firearms. icon: sprite: Objects/Misc/rifle_stock.rsi state: icon - type: construction - name: fire bomb id: firebomb graph: FireBomb startNode: start targetNode: firebomb category: construction-category-weapons objectType: Item - description: A weak, improvised incendiary device. icon: sprite: Objects/Weapons/Bombs/ied.rsi state: icon - type: construction - name: cotton woven cloth id: CottonWovenCloth graph: CottonObjects startNode: start targetNode: cottoncloth category: construction-category-misc - description: "A homemade piece of cotton cloth, it feels coarse." icon: sprite: Objects/Materials/materials.rsi state: cloth_3 objectType: Item - type: construction - name: straw hat id: strawHat graph: StrawHat startNode: start targetNode: strawhat category: construction-category-clothing - description: A fancy hat for hot days! Not recommended to wear near fires. icon: sprite: Clothing/Head/Hats/straw_hat.rsi state: icon objectType: Item - type: construction - name: pipe bomb id: pipebomb graph: PipeBomb startNode: start targetNode: pipebomb category: construction-category-weapons objectType: Item - description: An improvised explosive made from pipes and wire. icon: sprite: Objects/Weapons/Bombs/pipebomb.rsi state: icon diff --git a/Resources/Prototypes/Recipes/Crafting/potato.yml b/Resources/Prototypes/Recipes/Crafting/potato.yml index 17f2cc401364c4..a6035cd50de1b2 100644 --- a/Resources/Prototypes/Recipes/Crafting/potato.yml +++ b/Resources/Prototypes/Recipes/Crafting/potato.yml @@ -1,32 +1,26 @@ - type: construction - name: potato battery id: PowerCellPotato graph: PowerCellPotato startNode: start targetNode: potatobattery category: construction-category-misc - description: A truly ingenious source of power. icon: { sprite: Objects/Power/power_cells.rsi, state: potato } objectType: Item - type: construction - name: potato artificial intelligence id: PotatoAI graph: PotatoAI startNode: start targetNode: potatoai category: construction-category-misc - description: The potato happens to be the perfect power source for this chip. icon: { sprite: Objects/Fun/pai.rsi, state: icon-potato-off } objectType: Item - + - type: construction - name: supercompact AI chip id: PotatoAIChip graph: PotatoAIChip startNode: start targetNode: potatoaichip category: construction-category-misc - description: A masterfully(?) crafted AI chip, requiring a similarly improvised power source. icon: { sprite: Objects/Misc/potatoai_chip.rsi, state: icon } objectType: Item \ No newline at end of file diff --git a/Resources/Prototypes/Recipes/Crafting/smokeables.yml b/Resources/Prototypes/Recipes/Crafting/smokeables.yml index e4280f6d6621b3..ae181dc842eb99 100644 --- a/Resources/Prototypes/Recipes/Crafting/smokeables.yml +++ b/Resources/Prototypes/Recipes/Crafting/smokeables.yml @@ -1,91 +1,75 @@ - type: construction - name: joint id: smokeableJoint graph: smokeableJoint startNode: start targetNode: joint category: construction-category-misc - description: "A roll of dried plant matter wrapped in thin paper." icon: { sprite: Objects/Consumable/Smokeables/Cannabis/joint.rsi, state: unlit-icon } objectType: Item - type: construction - name: rainbow joint id: smokeableJointRainbow graph: smokeableJointRainbow startNode: start targetNode: jointRainbow category: construction-category-misc - description: "A roll of dried plant matter wrapped in thin paper." icon: { sprite: Objects/Consumable/Smokeables/Cannabis/joint.rsi, state: unlit-icon } objectType: Item - type: construction - name: blunt id: smokeableBlunt graph: smokeableBlunt startNode: start targetNode: blunt category: construction-category-misc - description: "A roll of dried plant matter wrapped in a dried tobacco leaf." icon: { sprite: Objects/Consumable/Smokeables/Cannabis/blunt.rsi, state: unlit-icon } objectType: Item - type: construction - name: rainbow blunt id: smokeableBluntRainbow graph: smokeableBluntRainbow startNode: start targetNode: bluntRainbow category: construction-category-misc - description: "A roll of dried plant matter wrapped in a dried tobacco leaf." icon: { sprite: Objects/Consumable/Smokeables/Cannabis/blunt.rsi, state: unlit-icon } objectType: Item - type: construction - name: cigarette id: smokeableCigarette graph: smokeableCigarette startNode: start targetNode: cigarette category: construction-category-misc - description: "A roll of tobacco and nicotine." icon: { sprite: Objects/Consumable/Smokeables/Cigarettes/cigarette.rsi, state: unlit-icon } objectType: Item # I wanted to put a hand-grinder here but we need construction graphs that use non-consumed catalysts first. - type: construction - name: ground cannabis id: smokeableGroundCannabis graph: smokeableGroundCannabis startNode: start targetNode: ground category: construction-category-misc - description: "Ground cannabis, ready to take you on a trip." icon: { sprite: Objects/Misc/reagent_fillings.rsi, state: powderpile } # color: darkgreen objectType: Item - type: construction - name: ground rainbow cannabis id: smokeableGroundCannabisRainbow graph: smokeableGroundCannabisRainbow startNode: start targetNode: groundRainbow category: construction-category-misc - description: "Ground rainbow cannabis, ready to take you on a trip." icon: { sprite: Objects/Specific/Hydroponics/rainbow_cannabis.rsi, state: powderpile_rainbow } objectType: Item - type: construction - name: ground tobacco id: smokeableGroundTobacco graph: smokeableGroundTobacco startNode: start targetNode: ground category: construction-category-misc - description: "Ground tobacco, perfect for hand-rolled cigarettes." icon: { sprite: Objects/Misc/reagent_fillings.rsi, state: powderpile } # color: brown objectType: Item diff --git a/Resources/Prototypes/Recipes/Crafting/tallbox.yml b/Resources/Prototypes/Recipes/Crafting/tallbox.yml index 21a7ec8225dbc6..1117480400992b 100644 --- a/Resources/Prototypes/Recipes/Crafting/tallbox.yml +++ b/Resources/Prototypes/Recipes/Crafting/tallbox.yml @@ -1,37 +1,31 @@ - type: construction id: ClosetSteel - name: closet graph: ClosetSteel startNode: start targetNode: done category: construction-category-storage - description: A tall steel box that cannot be locked. icon: { sprite: Structures/Storage/closet.rsi, state: generic_icon } objectType: Structure - type: construction id: ClosetSteelSecure - name: secure closet graph: ClosetSteelSecure startNode: start targetNode: done category: construction-category-storage - description: A tall steel box that can be locked. icon: { sprite: Structures/Storage/closet.rsi, state: secure_icon } objectType: Structure - type: construction id: ClosetWall - name: wall closet graph: ClosetWall startNode: start targetNode: done category: construction-category-storage - description: A standard-issue Nanotrasen storage unit, now on walls. icon: { sprite: Structures/Storage/wall_locker.rsi, state: generic_icon } objectType: Structure placementMode: SnapgridCenter canRotate: true canBuildInImpassable: true conditions: - - !type:WallmountCondition \ No newline at end of file + - !type:WallmountCondition diff --git a/Resources/Prototypes/Recipes/Crafting/tiles.yml b/Resources/Prototypes/Recipes/Crafting/tiles.yml index 433a3bec29c400..d333bd813bcefe 100644 --- a/Resources/Prototypes/Recipes/Crafting/tiles.yml +++ b/Resources/Prototypes/Recipes/Crafting/tiles.yml @@ -1,199 +1,163 @@ # These should be lathe recipes but lathe code sucks so hard rn so they'll be crafted by hand. - type: construction - name: steel tile id: TileSteel graph: TileSteel startNode: start targetNode: steeltile category: construction-category-tiles - description: "Four steel station tiles." icon: { sprite: Objects/Tiles/tile.rsi, state: steel } objectType: Item - type: construction - name: wood floor id: TileWood graph: TileWood startNode: start targetNode: woodtile category: construction-category-tiles - description: "Four pieces of wooden station flooring." icon: { sprite: Objects/Tiles/tile.rsi, state: wood } objectType: Item - + - type: construction - name: filled brass plate id: TileBrassFilled graph: TilesBrass startNode: start targetNode: filledPlate category: construction-category-tiles - description: "Four pieces of brass station flooring, only compatible with brass plating." icon: { sprite: Objects/Tiles/tile.rsi, state: brass-filled } objectType: Item - + - type: construction - name: smooth brass plate id: TileBrassReebe graph: TilesBrass startNode: start targetNode: reebe category: construction-category-tiles - description: "Four pieces of smooth brass station flooring, only compatible with brass plating." icon: { sprite: Objects/Tiles/tile.rsi, state: reebe } objectType: Item - type: construction - name: white tile id: TileWhite graph: TileWhite startNode: start targetNode: whitetile category: construction-category-tiles - description: "Four white station tiles." icon: { sprite: Objects/Tiles/tile.rsi, state: white } objectType: Item - type: construction - name: dark tile id: TileDark graph: TileDark startNode: start targetNode: darktile category: construction-category-tiles - description: "Four dark station tiles." icon: { sprite: Objects/Tiles/tile.rsi, state: dark } objectType: Item - type: construction - name: flesh tile id: TileFlesh graph: TileFlesh startNode: start targetNode: fleshTile category: construction-category-tiles - description: "Four fleshy tiles." icon: { sprite: Objects/Tiles/tile.rsi, state: meat } objectType: Item # - type: construction -# name: techmaint floor # id: tileTechmaint # graph: tileTechmaint # startNode: start # targetNode: techmainttile # category: construction-category-tiles -# description: "A piece of techmaint flooring." # icon: { sprite: Objects/Tiles/tile.rsi, state: steel_techfloor_grid } # objectType: Item # # - type: construction -# name: freezer tile # id: tileFreezer # graph: tileFreezer # startNode: start # targetNode: freezertile # category: construction-category-tiles -# description: "A freezer station tile." # icon: { sprite: Objects/Tiles/tile.rsi, state: showroom } # objectType: Item # # - type: construction -# name: showroom tile # id: tileShowroom # graph: tileShowroom # startNode: start # targetNode: showroomtile # category: construction-category-tiles -# description: "A showroom station tile." # icon: { sprite: Objects/Tiles/tile.rsi, state: showroom } # objectType: Item # # - type: construction -# name: green-circuit floor # id: tileGCircuit # graph: tileGCircuit # startNode: start # targetNode: gcircuittile # category: construction-category-tiles -# description: "A piece of green-circuit flooring." # icon: { sprite: Objects/Tiles/tile.rsi, state: gcircuit } # objectType: Item # # - type: construction -# name: gold floor # id: tileGold # graph: tileGold # startNode: start # targetNode: goldtile # category: construction-category-tiles -# description: "A piece of gold flooring." # icon: { sprite: Objects/Tiles/tile.rsi, state: gold } # objectType: Item # # - type: construction -# name: reinforced tile # id: tileReinforced # graph: tileReinforced # startNode: start # targetNode: reinforcedtile # category: construction-category-tiles -# description: "A reinforced station tile." # icon: { sprite: Objects/Tiles/tile.rsi, state: reinforced } # objectType: Item # # - type: construction -# name: mono tile # id: tileMono # graph: tileMono # startNode: start # targetNode: monotile # category: construction-category-tiles -# description: "A mono station tile." # icon: { sprite: Objects/Tiles/tile.rsi, state: white_monofloor } # objectType: Item # # - type: construction -# name: linoleum floor # id: tileLino # graph: tileLino # startNode: start # targetNode: linotile # category: construction-category-tiles -# description: "A piece of linoleum flooring." # icon: { sprite: Objects/Tiles/tile.rsi, state: white_monofloor } # objectType: Item # # - type: construction -# name: hydro tile # id: tileHydro # graph: tileHydro # startNode: start # targetNode: hydrotile # category: construction-category-tiles -# description: "A hydro station tile." # icon: { sprite: Objects/Tiles/tile.rsi, state: hydro } # objectType: Item # # - type: construction -# name: dirty tile # id: tileDirty # graph: tileDirty # startNode: start # targetNode: dirtytile # category: construction-category-tiles -# description: "A dirty station tile." # icon: { sprite: Objects/Tiles/tile.rsi, state: dirty } # objectType: Item - type: construction - name: large wood floor id: TileWoodLarge graph: TileWoodLarge startNode: start targetNode: woodtilelarge category: construction-category-tiles - description: "Four pieces of wooden station flooring." icon: { sprite: Objects/Tiles/tile.rsi, state: wood-large } - objectType: Item \ No newline at end of file + objectType: Item diff --git a/Resources/Prototypes/Recipes/Crafting/toys.yml b/Resources/Prototypes/Recipes/Crafting/toys.yml index 4fd91bdb69d4e2..a07f82ffa6270e 100644 --- a/Resources/Prototypes/Recipes/Crafting/toys.yml +++ b/Resources/Prototypes/Recipes/Crafting/toys.yml @@ -1,25 +1,21 @@ - type: construction - name: revenant plushie id: PlushieGhostRevenant graph: PlushieGhostRevenant startNode: start targetNode: plushie category: construction-category-misc objectType: Item - description: A toy to scare the medbay with. icon: sprite: Mobs/Ghosts/revenant.rsi state: icon - type: construction - name: ian suit id: ClothingOuterSuitIan graph: ClothingOuterSuitIan startNode: start targetNode: suit category: construction-category-misc objectType: Item - description: Make yourself look just like Ian! icon: sprite: Clothing/OuterClothing/Suits/iansuit.rsi state: icon diff --git a/Resources/Prototypes/Recipes/Crafting/web.yml b/Resources/Prototypes/Recipes/Crafting/web.yml index 55f73fef5073a0..160ae35d790a64 100644 --- a/Resources/Prototypes/Recipes/Crafting/web.yml +++ b/Resources/Prototypes/Recipes/Crafting/web.yml @@ -1,11 +1,9 @@ - type: construction - name: web tile id: TileWeb graph: WebObjects startNode: start targetNode: tile category: construction-category-tiles - description: "Nice and smooth." entityWhitelist: tags: - SpiderCraft @@ -15,13 +13,11 @@ objectType: Item - type: construction - name: web winter coat id: ClothingOuterWinterWeb graph: WebObjects startNode: start targetNode: coat category: construction-category-clothing - description: "Surprisingly warm and durable." entityWhitelist: tags: - SpiderCraft @@ -31,13 +27,11 @@ objectType: Item - type: construction - name: web jumpsuit id: ClothingUniformJumpsuitWeb graph: WebObjects startNode: start targetNode: jumpsuit category: construction-category-clothing - description: "At least it's something." entityWhitelist: tags: - SpiderCraft @@ -47,13 +41,11 @@ objectType: Item - type: construction - name: web jumpskirt id: ClothingUniformJumpskirtWeb graph: WebObjects startNode: start targetNode: jumpskirt category: construction-category-clothing - description: "At least it's something." entityWhitelist: tags: - SpiderCraft @@ -63,13 +55,11 @@ objectType: Item - type: construction - name: silk woven cloth id: SilkWovenCloth graph: WebObjects startNode: start targetNode: cloth category: construction-category-materials - description: "Feels just like cloth, strangely enough." entityWhitelist: tags: - SpiderCraft @@ -79,13 +69,11 @@ objectType: Item - type: construction - name: web shield id: WebShield graph: WebObjects startNode: start targetNode: shield category: construction-category-clothing - description: "It's thick enough to handle a few blows, but probably not heat." entityWhitelist: tags: - SpiderCraft @@ -95,13 +83,11 @@ objectType: Item - type: construction - name: web winter boots id: ClothingShoesBootsWinterWeb graph: WebObjects startNode: start targetNode: boots category: construction-category-clothing - description: "Tightly woven web should protect against the cold" entityWhitelist: tags: - SpiderCraft From 10ce5c013b14cd871e23a5c6a852ed68c63a20df Mon Sep 17 00:00:00 2001 From: Ertanic Date: Sat, 21 Sep 2024 02:31:49 +0300 Subject: [PATCH 4/7] Added suffix field --- .../ConstructionSystem.Recipes.cs | 7 ++-- .../Prototypes/ConstructionPrototype.cs | 6 ++++ .../Recipes/Construction/furniture.yml | 35 ++++++++++++++----- .../Recipes/Construction/structures.yml | 21 +++++++++++ .../Prototypes/Recipes/Construction/tools.yml | 3 ++ .../Recipes/Construction/utilities.yml | 5 +++ .../Recipes/Crafting/smokeables.yml | 5 ++- 7 files changed, 71 insertions(+), 11 deletions(-) diff --git a/Content.Server/Construction/ConstructionSystem.Recipes.cs b/Content.Server/Construction/ConstructionSystem.Recipes.cs index 116ae2fc77dcc2..451f5622fd932d 100644 --- a/Content.Server/Construction/ConstructionSystem.Recipes.cs +++ b/Content.Server/Construction/ConstructionSystem.Recipes.cs @@ -62,8 +62,11 @@ private void OnRecipeRequested(RequestConstructionRecipes msg, EntitySessionEven continue; RecipeMetadata meta = _prototypeManager.TryIndex(entityId, out var proto) - ? new(proto.Name, proto.Description) - : new(null, null); + ? new(constructionProto.Suffix && proto.SetSuffix is {} suffix + ? $"{proto.Name} [{suffix.ToLower()}]" + : proto.Name, + proto.Description) + : new(null, null); _recipesMetadataCache.Add(constructionProto.ID, meta); } while (stack.Count > 0); diff --git a/Content.Shared/Construction/Prototypes/ConstructionPrototype.cs b/Content.Shared/Construction/Prototypes/ConstructionPrototype.cs index d695c2cb93c0ad..3a15fba421aec0 100644 --- a/Content.Shared/Construction/Prototypes/ConstructionPrototype.cs +++ b/Content.Shared/Construction/Prototypes/ConstructionPrototype.cs @@ -26,6 +26,12 @@ public sealed partial class ConstructionPrototype : IPrototype /// public string? Description; + /// + /// If true, the suffix will be displayed in the item name in the construction menu. + /// + [DataField] + public bool Suffix = false; + /// /// The this construction will be using. /// diff --git a/Resources/Prototypes/Recipes/Construction/furniture.yml b/Resources/Prototypes/Recipes/Construction/furniture.yml index 929085512d8708..44f97b8254b1af 100644 --- a/Resources/Prototypes/Recipes/Construction/furniture.yml +++ b/Resources/Prototypes/Recipes/Construction/furniture.yml @@ -365,6 +365,7 @@ graph: Table startNode: start targetNode: TableFancyBlack + suffix: true category: construction-category-furniture icon: sprite: Structures/Furniture/Tables/Fancy/black.rsi @@ -380,6 +381,7 @@ graph: Table startNode: start targetNode: TableFancyBlue + suffix: true category: construction-category-furniture icon: sprite: Structures/Furniture/Tables/Fancy/blue.rsi @@ -395,6 +397,7 @@ graph: Table startNode: start targetNode: TableFancyCyan + suffix: true category: construction-category-furniture icon: sprite: Structures/Furniture/Tables/Fancy/cyan.rsi @@ -410,6 +413,7 @@ graph: Table startNode: start targetNode: TableFancyGreen + suffix: true category: construction-category-furniture icon: sprite: Structures/Furniture/Tables/Fancy/green.rsi @@ -425,6 +429,7 @@ graph: Table startNode: start targetNode: TableFancyOrange + suffix: true category: construction-category-furniture icon: sprite: Structures/Furniture/Tables/Fancy/orange.rsi @@ -440,6 +445,7 @@ graph: Table startNode: start targetNode: TableFancyPurple + suffix: true category: construction-category-furniture icon: sprite: Structures/Furniture/Tables/Fancy/purple.rsi @@ -455,6 +461,7 @@ graph: Table startNode: start targetNode: TableFancyPink + suffix: true category: construction-category-furniture icon: sprite: Structures/Furniture/Tables/Fancy/pink.rsi @@ -470,6 +477,7 @@ graph: Table startNode: start targetNode: TableFancyRed + suffix: true category: construction-category-furniture icon: sprite: Structures/Furniture/Tables/Fancy/red.rsi @@ -485,6 +493,7 @@ graph: Table startNode: start targetNode: TableFancyWhite + suffix: true category: construction-category-furniture icon: sprite: Structures/Furniture/Tables/Fancy/white.rsi @@ -639,6 +648,7 @@ graph: Curtains startNode: start targetNode: Curtains + suffix: true category: construction-category-furniture icon: sprite: Structures/Decoration/Curtains/hospital.rsi @@ -646,12 +656,13 @@ objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: true - + - type: construction id: CurtainsBlack graph: Curtains startNode: start targetNode: CurtainsBlack + suffix: true category: construction-category-furniture icon: sprite: Structures/Decoration/Curtains/black.rsi @@ -665,6 +676,7 @@ graph: Curtains startNode: start targetNode: CurtainsBlue + suffix: true category: construction-category-furniture icon: sprite: Structures/Decoration/Curtains/blue.rsi @@ -672,12 +684,13 @@ objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: true - + - type: construction id: CurtainsCyan graph: Curtains startNode: start targetNode: CurtainsCyan + suffix: true category: construction-category-furniture icon: sprite: Structures/Decoration/Curtains/cyan.rsi @@ -685,12 +698,13 @@ objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: true - + - type: construction id: CurtainsGreen graph: Curtains startNode: start targetNode: CurtainsGreen + suffix: true category: construction-category-furniture icon: sprite: Structures/Decoration/Curtains/green.rsi @@ -698,12 +712,13 @@ objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: true - + - type: construction id: CurtainsOrange graph: Curtains startNode: start targetNode: CurtainsOrange + suffix: true category: construction-category-furniture icon: sprite: Structures/Decoration/Curtains/orange.rsi @@ -711,12 +726,13 @@ objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: true - + - type: construction id: CurtainsPink graph: Curtains startNode: start targetNode: CurtainsPink + suffix: true category: construction-category-furniture icon: sprite: Structures/Decoration/Curtains/pink.rsi @@ -724,12 +740,13 @@ objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: true - + - type: construction id: CurtainsPurple graph: Curtains startNode: start targetNode: CurtainsPurple + suffix: true category: construction-category-furniture icon: sprite: Structures/Decoration/Curtains/purple.rsi @@ -737,12 +754,13 @@ objectType: Structure placementMode: SnapgridCenter canBuildInImpassable: true - + - type: construction id: CurtainsRed graph: Curtains startNode: start targetNode: CurtainsRed + suffix: true category: construction-category-furniture icon: sprite: Structures/Decoration/Curtains/red.rsi @@ -756,6 +774,7 @@ graph: Curtains startNode: start targetNode: CurtainsWhite + suffix: true category: construction-category-furniture icon: sprite: Structures/Decoration/Curtains/white.rsi @@ -809,4 +828,4 @@ canRotate: true canBuildInImpassable: false conditions: - - !type:TileNotBlocked \ No newline at end of file + - !type:TileNotBlocked diff --git a/Resources/Prototypes/Recipes/Construction/structures.yml b/Resources/Prototypes/Recipes/Construction/structures.yml index a6553464282969..ccd1e9837ff084 100644 --- a/Resources/Prototypes/Recipes/Construction/structures.yml +++ b/Resources/Prototypes/Recipes/Construction/structures.yml @@ -195,6 +195,7 @@ graph: Girder startNode: start targetNode: shuttleWall + suffix: true category: construction-category-structures icon: sprite: Structures/Walls/shuttle.rsi @@ -211,6 +212,7 @@ graph: Girder startNode: start targetNode: shuttleInteriorWall + suffix: true category: construction-category-structures icon: sprite: Structures/Walls/shuttleinterior.rsi @@ -227,6 +229,7 @@ graph: Girder startNode: start targetNode: diagonalshuttleWall + suffix: true category: construction-category-structures icon: sprite: Structures/Walls/shuttle_diagonal.rsi @@ -307,6 +310,7 @@ graph: GrilleDiagonal startNode: start targetNode: grilleDiagonal + suffix: true category: construction-category-structures conditions: - !type:TileNotBlocked @@ -322,6 +326,7 @@ graph: GrilleDiagonal startNode: start targetNode: clockworkGrilleDiagonal + suffix: true category: construction-category-structures conditions: - !type:TileNotBlocked @@ -354,6 +359,7 @@ graph: WindowDiagonal startNode: start targetNode: windowDiagonal + suffix: true category: construction-category-structures canBuildInImpassable: true conditions: @@ -387,6 +393,7 @@ graph: WindowDiagonal startNode: start targetNode: reinforcedWindowDiagonal + suffix: true category: construction-category-structures canBuildInImpassable: true conditions: @@ -437,6 +444,7 @@ graph: WindowDiagonal startNode: start targetNode: clockworkWindowDiagonal + suffix: true category: construction-category-structures canBuildInImpassable: true conditions: @@ -504,6 +512,7 @@ graph: WindowDiagonal startNode: start targetNode: plasmaWindowDiagonal + suffix: true category: construction-category-structures canBuildInImpassable: true conditions: @@ -520,6 +529,7 @@ graph: WindowDiagonal startNode: start targetNode: reinforcedPlasmaWindowDiagonal + suffix: true category: construction-category-structures canBuildInImpassable: true conditions: @@ -650,6 +660,7 @@ graph: WindowDiagonal startNode: start targetNode: uraniumWindowDiagonal + suffix: true category: construction-category-structures canBuildInImpassable: true conditions: @@ -666,6 +677,7 @@ graph: WindowDiagonal startNode: start targetNode: reinforcedUraniumWindowDiagonal + suffix: true category: construction-category-structures canBuildInImpassable: true conditions: @@ -911,6 +923,7 @@ graph: FenceMetal startNode: start targetNode: straight + suffix: true category: construction-category-structures icon: sprite: Structures/Walls/fence.rsi @@ -926,6 +939,7 @@ graph: FenceMetal startNode: start targetNode: corner + suffix: true category: construction-category-structures icon: sprite: Structures/Walls/fence.rsi @@ -941,6 +955,7 @@ graph: FenceMetal startNode: start targetNode: end + suffix: true category: construction-category-structures icon: sprite: Structures/Walls/fence.rsi @@ -972,6 +987,7 @@ graph: FenceWood startNode: start targetNode: straight + suffix: true category: construction-category-structures icon: sprite: Structures/Walls/wooden_fence.rsi @@ -987,6 +1003,7 @@ graph: FenceWood startNode: start targetNode: end + suffix: true category: construction-category-structures icon: sprite: Structures/Walls/wooden_fence.rsi @@ -1002,6 +1019,7 @@ graph: FenceWood startNode: start targetNode: corner + suffix: true category: construction-category-structures icon: sprite: Structures/Walls/wooden_fence.rsi @@ -1017,6 +1035,7 @@ graph: FenceWood startNode: start targetNode: tjunction + suffix: true category: construction-category-structures icon: sprite: Structures/Walls/wooden_fence.rsi @@ -1433,6 +1452,7 @@ graph: PlasticFlapsGraph startNode: start targetNode: plasticFlaps + suffix: true category: construction-category-structures placementMode: SnapgridCenter objectType: Structure @@ -1448,6 +1468,7 @@ graph: PlasticFlapsGraph startNode: start targetNode: opaqueFlaps + suffix: true category: construction-category-structures placementMode: SnapgridCenter objectType: Structure diff --git a/Resources/Prototypes/Recipes/Construction/tools.yml b/Resources/Prototypes/Recipes/Construction/tools.yml index df47fefaf24810..b6950756580fe6 100644 --- a/Resources/Prototypes/Recipes/Construction/tools.yml +++ b/Resources/Prototypes/Recipes/Construction/tools.yml @@ -12,6 +12,7 @@ graph: LogicGate startNode: start targetNode: logic_gate + suffix: true category: construction-category-tools icon: { sprite: Objects/Devices/gates.rsi, state: or_icon } objectType: Item @@ -21,6 +22,7 @@ graph: LogicGate startNode: start targetNode: edge_detector + suffix: true category: construction-category-tools icon: { sprite: Objects/Devices/gates.rsi, state: edge_detector } objectType: Item @@ -30,6 +32,7 @@ graph: LogicGate startNode: start targetNode: power_sensor + suffix: true category: construction-category-tools icon: { sprite: Objects/Devices/gates.rsi, state: power_sensor } objectType: Item diff --git a/Resources/Prototypes/Recipes/Construction/utilities.yml b/Resources/Prototypes/Recipes/Construction/utilities.yml index ca30508db617a4..782f0c0624789e 100644 --- a/Resources/Prototypes/Recipes/Construction/utilities.yml +++ b/Resources/Prototypes/Recipes/Construction/utilities.yml @@ -324,6 +324,7 @@ graph: GasPipe startNode: start targetNode: half + suffix: true category: construction-category-utilities placementMode: SnapgridCenter canBuildInImpassable: true @@ -336,6 +337,7 @@ graph: GasPipe startNode: start targetNode: straight + suffix: true category: construction-category-utilities placementMode: SnapgridCenter canBuildInImpassable: true @@ -348,6 +350,7 @@ graph: GasPipe startNode: start targetNode: bend + suffix: true category: construction-category-utilities placementMode: SnapgridCenter canBuildInImpassable: true @@ -360,6 +363,7 @@ graph: GasPipe startNode: start targetNode: tjunction + suffix: true category: construction-category-utilities placementMode: SnapgridCenter canBuildInImpassable: true @@ -372,6 +376,7 @@ graph: GasPipe startNode: start targetNode: fourway + suffix: true category: construction-category-utilities placementMode: SnapgridCenter canBuildInImpassable: true diff --git a/Resources/Prototypes/Recipes/Crafting/smokeables.yml b/Resources/Prototypes/Recipes/Crafting/smokeables.yml index ae181dc842eb99..a4df933b18e025 100644 --- a/Resources/Prototypes/Recipes/Crafting/smokeables.yml +++ b/Resources/Prototypes/Recipes/Crafting/smokeables.yml @@ -6,12 +6,13 @@ category: construction-category-misc icon: { sprite: Objects/Consumable/Smokeables/Cannabis/joint.rsi, state: unlit-icon } objectType: Item - + - type: construction id: smokeableJointRainbow graph: smokeableJointRainbow startNode: start targetNode: jointRainbow + suffix: true category: construction-category-misc icon: { sprite: Objects/Consumable/Smokeables/Cannabis/joint.rsi, state: unlit-icon } objectType: Item @@ -30,6 +31,7 @@ graph: smokeableBluntRainbow startNode: start targetNode: bluntRainbow + suffix: true category: construction-category-misc icon: { sprite: Objects/Consumable/Smokeables/Cannabis/blunt.rsi, state: unlit-icon } objectType: Item @@ -60,6 +62,7 @@ graph: smokeableGroundCannabisRainbow startNode: start targetNode: groundRainbow + suffix: true category: construction-category-misc icon: { sprite: Objects/Specific/Hydroponics/rainbow_cannabis.rsi, state: powderpile_rainbow } objectType: Item From ca4dc46e685bf4aa58c8da36fb44fe9905e55e13 Mon Sep 17 00:00:00 2001 From: Ertanic Date: Sat, 21 Sep 2024 03:20:36 +0300 Subject: [PATCH 5/7] Added override via localization keys --- Content.Client/Construction/UI/ConstructionMenuPresenter.cs | 6 ++++++ .../Construction/Prototypes/ConstructionPrototype.cs | 6 ++++++ 2 files changed, 12 insertions(+) diff --git a/Content.Client/Construction/UI/ConstructionMenuPresenter.cs b/Content.Client/Construction/UI/ConstructionMenuPresenter.cs index dc5999fa48b5e2..08a6868944c2cb 100644 --- a/Content.Client/Construction/UI/ConstructionMenuPresenter.cs +++ b/Content.Client/Construction/UI/ConstructionMenuPresenter.cs @@ -180,6 +180,12 @@ private void OnViewPopulateRecipes(object? sender, (string search, string catago recipe.Description = recipeMetadata.Description; } + // Override the name and description with custom values. + if (recipe.NameLocId.HasValue) + recipe.Name = Loc.GetString(recipe.NameLocId.Value); + if (recipe.DescLocId.HasValue) + recipe.Description = Loc.GetString(recipe.DescLocId.Value); + // If nothing is found, we use a fallback. recipe.Name ??= Loc.GetString("construction-presenter-fallback"); recipe.Description ??= Loc.GetString("construction-presenter-fallback"); diff --git a/Content.Shared/Construction/Prototypes/ConstructionPrototype.cs b/Content.Shared/Construction/Prototypes/ConstructionPrototype.cs index 3a15fba421aec0..9e9e09e2564ce9 100644 --- a/Content.Shared/Construction/Prototypes/ConstructionPrototype.cs +++ b/Content.Shared/Construction/Prototypes/ConstructionPrototype.cs @@ -16,6 +16,12 @@ public sealed partial class ConstructionPrototype : IPrototype [DataField] public bool Hide = false; + [DataField("name")] + public LocId? NameLocId; + + [DataField("description")] + public LocId? DescLocId; + /// /// Friendly name displayed in the construction GUI. /// From ea4c9715370fcb27339be4a1a3f28cef491d8569 Mon Sep 17 00:00:00 2001 From: Ertanic Date: Wed, 25 Sep 2024 05:41:00 +0300 Subject: [PATCH 6/7] My favorite ItemList and TextureRect have been replaced with ListContainer and EntityPrototypeView --- .../Construction/ConstructionSystem.cs | 67 ++++++----- .../Construction/UI/ConstructionMenu.xaml | 7 +- .../Construction/UI/ConstructionMenu.xaml.cs | 53 +++++++-- .../UI/ConstructionMenuPresenter.cs | 106 +++++++----------- .../ConstructionSystem.Recipes.cs | 14 +-- Content.Shared/Construction/Events.cs | 11 +- .../Prototypes/ConstructionPrototype.cs | 18 +-- 7 files changed, 140 insertions(+), 136 deletions(-) diff --git a/Content.Client/Construction/ConstructionSystem.cs b/Content.Client/Construction/ConstructionSystem.cs index 975ed71da06ba7..25c6b877de5430 100644 --- a/Content.Client/Construction/ConstructionSystem.cs +++ b/Content.Client/Construction/ConstructionSystem.cs @@ -1,18 +1,23 @@ using System.Diagnostics.CodeAnalysis; +using System.Linq; using Content.Client.Popups; using Content.Shared.Construction; using Content.Shared.Construction.Prototypes; using Content.Shared.Examine; using Content.Shared.Input; +using Content.Shared.Prototypes; using Content.Shared.Wall; using JetBrains.Annotations; using Robust.Client.GameObjects; +using Robust.Client.Graphics; using Robust.Client.Player; +using Robust.Client.Utility; using Robust.Shared.Input; using Robust.Shared.Input.Binding; using Robust.Shared.Map; using Robust.Shared.Player; using Robust.Shared.Prototypes; +using Robust.Shared.Utility; namespace Content.Client.Construction { @@ -30,10 +35,12 @@ public sealed class ConstructionSystem : SharedConstructionSystem private readonly Dictionary _ghosts = new(); private readonly Dictionary _guideCache = new(); - private Dictionary? _recipeMetadataCache; + private Dictionary? _recipeMetadataCache; public bool CraftingEnabled { get; private set; } + public bool IsRecipesCacheWarmed { get; private set; } + /// public override void Initialize() { @@ -62,10 +69,42 @@ public override void Initialize() public event EventHandler? OnConstructionRecipesUpdated; private void OnResponseConstructionRecipes(ResponseConstructionRecipes ev) { - _recipeMetadataCache = ev.Metadata; + if (_recipeMetadataCache is null) + { + _recipeMetadataCache = new(); + + foreach (var (constructionProtoId, targetProtoId) in ev.Metadata) + { + if (!_prototypeManager.TryIndex(constructionProtoId, out ConstructionPrototype? recipe)) + continue; + + if (!_prototypeManager.TryIndex(targetProtoId, out var proto)) + continue; + + var name = recipe.NameLocId.HasValue ? Loc.GetString(recipe.NameLocId) : proto.Name; + var desc = recipe.DescLocId.HasValue ? Loc.GetString(recipe.DescLocId) : proto.Description; + + recipe.Name = name; + recipe.Description = desc; + + _recipeMetadataCache.Add(constructionProtoId, targetProtoId); + } + + IsRecipesCacheWarmed = true; + } + OnConstructionRecipesUpdated?.Invoke(this, EventArgs.Empty); } + public bool TryGetRecipePrototype(string constructionProtoId, [NotNullWhen(true)] out string? targetProtoId) + { + if (_recipeMetadataCache is not null && _recipeMetadataCache.TryGetValue(constructionProtoId, out targetProtoId)) + return true; + + targetProtoId = null; + return false; + } + private void OnConstructionGuideReceived(ResponseConstructionGuide ev) { _guideCache[ev.ConstructionId] = ev.Guide; @@ -80,22 +119,6 @@ public override void Shutdown() CommandBinds.Unregister(); } - public bool TryGetRecipeMetadata(string constructionId, [NotNullWhen(true)] out RecipeMetadata? metadata) - { - if (_recipeMetadataCache == null) - { - metadata = null; - return false; - } - - if (_recipeMetadataCache.TryGetValue(constructionId, out metadata)) - return true; - - metadata = null; - return false; - - } - public ConstructionGuide? GetGuide(ConstructionPrototype prototype) { if (_guideCache.TryGetValue(prototype.ID, out var guide)) @@ -235,14 +258,6 @@ public bool TrySpawnGhost( var sprite = EntityManager.GetComponent(ghost.Value); sprite.Color = new Color(48, 255, 48, 128); - for (int i = 0; i < prototype.Layers.Count; i++) - { - sprite.AddBlankLayer(i); // There is no way to actually check if this already exists, so we blindly insert a new one - sprite.LayerSetSprite(i, prototype.Layers[i]); - sprite.LayerSetShader(i, "unshaded"); - sprite.LayerSetVisible(i, true); - } - if (prototype.CanBuildInImpassable) EnsureComp(ghost.Value).Arc = new(Math.Tau); diff --git a/Content.Client/Construction/UI/ConstructionMenu.xaml b/Content.Client/Construction/UI/ConstructionMenu.xaml index 6e4438cf6fdc6c..4d10371c18de98 100644 --- a/Content.Client/Construction/UI/ConstructionMenu.xaml +++ b/Content.Client/Construction/UI/ConstructionMenu.xaml @@ -1,11 +1,12 @@ - + - +