прошу, боже, надеюсь я не накосячил с рецептами (#23)
* прошу, боже, надеюсь я не накосячил с рецептами * Update structures.yml * Update structures.yml * blessed git * huh * meh
This commit is contained in:
@@ -155,6 +155,9 @@ namespace Content.Client.Construction.UI
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if (recipe.Hide)
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continue;
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if (!recipe.CrystallPunkAllowed) //CrystallPunk clearing recipes
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continue;
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if (_playerManager.LocalSession == null
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|| _playerManager.LocalEntity == null
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|| (recipe.EntityWhitelist != null && !recipe.EntityWhitelist.IsValid(_playerManager.LocalEntity.Value)))
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@@ -1,4 +1,4 @@
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using Content.Shared.Construction.Conditions;
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using Content.Shared.Construction.Conditions;
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using Content.Shared.Whitelist;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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@@ -97,6 +97,12 @@ public sealed partial class ConstructionPrototype : IPrototype
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public IReadOnlyList<IConstructionCondition> Conditions => _conditions;
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public IReadOnlyList<SpriteSpecifier> Layers => _layers ?? new List<SpriteSpecifier> { Icon };
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/// <summary>
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/// allows you to display to players only the recipes needed for the project
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/// </summary>
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[DataField]
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public bool CrystallPunkAllowed = false;
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}
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public enum ConstructionType
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@@ -1,98 +1,98 @@
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#- type: construction
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# name: clown hardsuit
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# id: ClownHardsuit
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# graph: ClownHardsuit
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# startNode: start
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# targetNode: clownHardsuit
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# category: construction-category-clothing
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# description: A modified hardsuit fit for a clown.
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# icon: { sprite: Clothing/OuterClothing/Hardsuits/clown.rsi, state: icon }
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# objectType: Item
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#
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#- type: construction
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# name: mime hardsuit
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# id: MimeHardsuit
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# graph: MimeHardsuit
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# startNode: start
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# targetNode: mimeHardsuit
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# category: construction-category-clothing
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# description: A modified hardsuit fit for a mime.
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# icon: { sprite: Clothing/OuterClothing/Hardsuits/mime.rsi, state: icon }
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# objectType: Item
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#
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#- type: construction
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# name: bone armor
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# id: BoneArmor
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# graph: BoneArmor
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# startNode: start
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# targetNode: armor
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# category: construction-category-clothing
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# description: Armor made of bones.
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# icon: { sprite: Clothing/OuterClothing/Armor/bone_armor.rsi, state: icon }
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# objectType: Item
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#
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#- type: construction
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# name: bone helmet
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# id: BoneHelmet
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# graph: BoneHelmet
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# startNode: start
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# targetNode: helmet
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# category: construction-category-clothing
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# description: Helmet made of bones.
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# icon: { sprite: Clothing/Head/Helmets/bone_helmet.rsi, state: icon }
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# objectType: Item
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#
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#- type: construction
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# name: banana clown mask
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# id: BananaClownMask
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# graph: BananaClownMask
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# startNode: start
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# targetNode: mask
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# category: construction-category-clothing
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# description: A clown mask upgraded with banana peels.
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# icon: { sprite: Clothing/Mask/clown_banana.rsi, state: icon }
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# objectType: Item
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#
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#- type: construction
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# name: banana clown suit
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# id: BananaClownJumpsuit
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# graph: BananaClownJumpsuit
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# startNode: start
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# targetNode: jumpsuit
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# category: construction-category-clothing
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# description: A clown suit upgraded with banana peels.
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# icon: { sprite: Clothing/Uniforms/Jumpsuit/clown_banana.rsi, state: icon }
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# objectType: Item
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#
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#- type: construction
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# name: banana clown shoes
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# id: BananaClownShoes
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# graph: BananaClownShoes
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# startNode: start
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# targetNode: shoes
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# category: construction-category-clothing
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# description: A pair of clown shoes upgraded with banana peels.
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# icon: { sprite: Clothing/Shoes/Specific/clown_banana.rsi, state: icon }
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# objectType: Item
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#
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#- type: construction
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# name: medsec hud
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# id: ClothingEyesHudMedSec
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# graph: HudMedSec
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# startNode: start
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# targetNode: medsecHud
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# category: construction-category-clothing
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# description: Two huds joined by arms
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# icon: { sprite: Clothing/Eyes/Hud/medsec.rsi, state: icon }
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# objectType: Item
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#
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#- type: construction
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# name: ducky slippers
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# id: ClothingShoeSlippersDuck
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# graph: ClothingShoeSlippersDuck
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# startNode: start
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# targetNode: shoes
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# category: construction-category-clothing
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# description: Comfy, yet haunted by the ghosts of ducks you fed bread to as a child.
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# icon: { sprite: Clothing/Shoes/Misc/duck-slippers.rsi, state: icon }
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# objectType: Item
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- type: construction
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name: clown hardsuit
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id: ClownHardsuit
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graph: ClownHardsuit
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startNode: start
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targetNode: clownHardsuit
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category: construction-category-clothing
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description: A modified hardsuit fit for a clown.
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icon: { sprite: Clothing/OuterClothing/Hardsuits/clown.rsi, state: icon }
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objectType: Item
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- type: construction
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name: mime hardsuit
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id: MimeHardsuit
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graph: MimeHardsuit
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startNode: start
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targetNode: mimeHardsuit
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category: construction-category-clothing
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description: A modified hardsuit fit for a mime.
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icon: { sprite: Clothing/OuterClothing/Hardsuits/mime.rsi, state: icon }
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objectType: Item
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- type: construction
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name: bone armor
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id: BoneArmor
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graph: BoneArmor
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startNode: start
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targetNode: armor
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category: construction-category-clothing
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description: Armor made of bones.
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icon: { sprite: Clothing/OuterClothing/Armor/bone_armor.rsi, state: icon }
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objectType: Item
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- type: construction
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name: bone helmet
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id: BoneHelmet
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graph: BoneHelmet
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startNode: start
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targetNode: helmet
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category: construction-category-clothing
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description: Helmet made of bones.
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icon: { sprite: Clothing/Head/Helmets/bone_helmet.rsi, state: icon }
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objectType: Item
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- type: construction
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name: banana clown mask
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id: BananaClownMask
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graph: BananaClownMask
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startNode: start
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targetNode: mask
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category: construction-category-clothing
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description: A clown mask upgraded with banana peels.
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icon: { sprite: Clothing/Mask/clown_banana.rsi, state: icon }
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objectType: Item
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- type: construction
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name: banana clown suit
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id: BananaClownJumpsuit
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graph: BananaClownJumpsuit
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startNode: start
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targetNode: jumpsuit
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category: construction-category-clothing
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description: A clown suit upgraded with banana peels.
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icon: { sprite: Clothing/Uniforms/Jumpsuit/clown_banana.rsi, state: icon }
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objectType: Item
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- type: construction
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name: banana clown shoes
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id: BananaClownShoes
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graph: BananaClownShoes
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startNode: start
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targetNode: shoes
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category: construction-category-clothing
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description: A pair of clown shoes upgraded with banana peels.
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icon: { sprite: Clothing/Shoes/Specific/clown_banana.rsi, state: icon }
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objectType: Item
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- type: construction
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name: medsec hud
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id: ClothingEyesHudMedSec
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graph: HudMedSec
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startNode: start
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targetNode: medsecHud
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category: construction-category-clothing
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description: Two huds joined by arms
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icon: { sprite: Clothing/Eyes/Hud/medsec.rsi, state: icon }
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objectType: Item
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- type: construction
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name: ducky slippers
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id: ClothingShoeSlippersDuck
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graph: ClothingShoeSlippersDuck
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startNode: start
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targetNode: shoes
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category: construction-category-clothing
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description: Comfy, yet haunted by the ghosts of ducks you fed bread to as a child.
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icon: { sprite: Clothing/Shoes/Misc/duck-slippers.rsi, state: icon }
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objectType: Item
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@@ -1,10 +1,10 @@
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#- type: construction
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# name: bananium horn
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# id: HornBananium
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# graph: BananiumHorn
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# startNode: start
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# targetNode: bananiumHorn
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# category: construction-category-weapons
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# description: An air horn made from bananium.
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# icon: { sprite: Objects/Fun/bananiumhorn.rsi, state: icon }
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# objectType: Item
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- type: construction
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name: bananium horn
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id: HornBananium
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graph: BananiumHorn
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startNode: start
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targetNode: bananiumHorn
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category: construction-category-weapons
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description: An air horn made from bananium.
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icon: { sprite: Objects/Fun/bananiumhorn.rsi, state: icon }
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objectType: Item
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File diff suppressed because it is too large
Load Diff
@@ -1,65 +1,65 @@
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#- type: construction
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# name: cyan light tube
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# id: CyanLight
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# graph: CyanLight
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# startNode: start
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# targetNode: icon
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# category: construction-category-utilities
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# description: A high powered light tube containing a cyan crystal
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# icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
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# objectType: Item
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#
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#- type: construction
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# name: blue light tube
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# id: BlueLight
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# graph: BlueLight
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# startNode: start
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# targetNode: icon
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# category: construction-category-utilities
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# description: A high powered light tube containing a blue crystal
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# icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
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# objectType: Item
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#
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#- type: construction
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# name: pink light tube
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# id: PinkLight
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# graph: PinkLight
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# startNode: start
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# targetNode: icon
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# category: construction-category-utilities
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# description: A high powered light tube containing a pink crystal
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# icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
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# objectType: Item
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#
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#- type: construction
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# name: orange light tube
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# id: OrangeLight
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# graph: OrangeLight
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# startNode: start
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# targetNode: icon
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# category: construction-category-utilities
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# description: A high powered light tube containing an orange crystal
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# icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
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# objectType: Item
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#
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#- type: construction
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# name: red light tube
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# id: RedLight
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# graph: RedLight
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# startNode: start
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# targetNode: icon
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# category: construction-category-utilities
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# description: A high powered light tube containing a red crystal
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# icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
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# objectType: Item
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#
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#- type: construction
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# name: green light tube
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# id: GreenLight
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# graph: GreenLight
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# startNode: start
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# targetNode: icon
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# category: construction-category-utilities
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# description: A high powered light tube containing a green crystal
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# icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
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# objectType: Item
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- type: construction
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name: cyan light tube
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id: CyanLight
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graph: CyanLight
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startNode: start
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targetNode: icon
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category: construction-category-utilities
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description: A high powered light tube containing a cyan crystal
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icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
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objectType: Item
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- type: construction
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name: blue light tube
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id: BlueLight
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graph: BlueLight
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startNode: start
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targetNode: icon
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category: construction-category-utilities
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description: A high powered light tube containing a blue crystal
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icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
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objectType: Item
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- type: construction
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name: pink light tube
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id: PinkLight
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graph: PinkLight
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startNode: start
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targetNode: icon
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category: construction-category-utilities
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description: A high powered light tube containing a pink crystal
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icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
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objectType: Item
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- type: construction
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name: orange light tube
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id: OrangeLight
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graph: OrangeLight
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startNode: start
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targetNode: icon
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category: construction-category-utilities
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description: A high powered light tube containing an orange crystal
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icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
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objectType: Item
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- type: construction
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name: red light tube
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id: RedLight
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graph: RedLight
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startNode: start
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targetNode: icon
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category: construction-category-utilities
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description: A high powered light tube containing a red crystal
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icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
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objectType: Item
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|
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- type: construction
|
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name: green light tube
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id: GreenLight
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graph: GreenLight
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startNode: start
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targetNode: icon
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category: construction-category-utilities
|
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description: A high powered light tube containing a green crystal
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icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
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objectType: Item
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||||
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@@ -25,128 +25,128 @@
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icon:
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sprite: Structures/Machines/parts.rsi
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state: "box_0"
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#
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## Switching
|
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#- type: construction
|
||||
# name: two-way lever
|
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# id: TwoWayLeverRecipe
|
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# graph: LeverGraph
|
||||
# startNode: start
|
||||
# targetNode: LeverNode
|
||||
# category: construction-category-machines
|
||||
# description: A lever to control machines. It has 3 modes.
|
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# objectType: Structure
|
||||
# canBuildInImpassable: false
|
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# icon:
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||||
# sprite: Structures/conveyor.rsi
|
||||
# state: switch-off
|
||||
# conditions:
|
||||
# - !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:
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# sprite: Structures/Wallmounts/switch.rsi
|
||||
# state: on
|
||||
# objectType: Structure
|
||||
# placementMode: SnapgridCenter
|
||||
# canRotate: true
|
||||
# canBuildInImpassable: true
|
||||
# conditions:
|
||||
# - !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
|
||||
# objectType: Structure
|
||||
# placementMode: SnapgridCenter
|
||||
# canRotate: true
|
||||
# canBuildInImpassable: true
|
||||
# conditions:
|
||||
# - !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
|
||||
# objectType: Structure
|
||||
# placementMode: SnapgridCenter
|
||||
# canRotate: true
|
||||
# canBuildInImpassable: true
|
||||
# conditions:
|
||||
# - !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
|
||||
# objectType: Structure
|
||||
# placementMode: SnapgridCenter
|
||||
# canRotate: true
|
||||
# canBuildInImpassable: true
|
||||
# conditions:
|
||||
# - !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
|
||||
# objectType: Structure
|
||||
# placementMode: SnapgridCenter
|
||||
# canRotate: true
|
||||
# canBuildInImpassable: true
|
||||
# conditions:
|
||||
# - !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
|
||||
# objectType: Structure
|
||||
# placementMode: SnapgridCenter
|
||||
# canRotate: true
|
||||
# canBuildInImpassable: true
|
||||
# conditions:
|
||||
# - !type:WallmountCondition
|
||||
|
||||
# Switching
|
||||
- type: construction
|
||||
name: two-way lever
|
||||
id: TwoWayLeverRecipe
|
||||
graph: LeverGraph
|
||||
startNode: start
|
||||
targetNode: LeverNode
|
||||
category: construction-category-machines
|
||||
description: A lever to control machines. It has 3 modes.
|
||||
objectType: Structure
|
||||
canBuildInImpassable: false
|
||||
icon:
|
||||
sprite: Structures/conveyor.rsi
|
||||
state: switch-off
|
||||
conditions:
|
||||
- !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
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
canRotate: true
|
||||
canBuildInImpassable: true
|
||||
conditions:
|
||||
- !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
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
canRotate: true
|
||||
canBuildInImpassable: true
|
||||
conditions:
|
||||
- !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
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
canRotate: true
|
||||
canBuildInImpassable: true
|
||||
conditions:
|
||||
- !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
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
canRotate: true
|
||||
canBuildInImpassable: true
|
||||
conditions:
|
||||
- !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
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
canRotate: true
|
||||
canBuildInImpassable: true
|
||||
conditions:
|
||||
- !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
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
canRotate: true
|
||||
canBuildInImpassable: true
|
||||
conditions:
|
||||
- !type:WallmountCondition
|
||||
|
||||
@@ -8,124 +8,124 @@
|
||||
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
|
||||
# targetNode: SheetRGlass
|
||||
# category: construction-category-materials
|
||||
# icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: rglass }
|
||||
# objectType: Item
|
||||
#
|
||||
#- type: construction
|
||||
# name: clockwork glass
|
||||
# description: A brass-reinforced sheet of glass.
|
||||
# id: SheetClockworkGlass
|
||||
# graph: Glass
|
||||
# startNode: start
|
||||
# targetNode: SheetClockworkGlass
|
||||
# category: construction-category-materials
|
||||
# icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: cglass }
|
||||
# objectType: Item
|
||||
#
|
||||
#- type: construction
|
||||
# name: plasma glass
|
||||
# description: A sheet of translucent plasma.
|
||||
# id: SheetPGlass
|
||||
# graph: Glass
|
||||
# startNode: start
|
||||
# targetNode: SheetPGlass
|
||||
# category: construction-category-materials
|
||||
# icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: pglass }
|
||||
# objectType: Item
|
||||
#
|
||||
#- type: construction
|
||||
# name: reinforced plasma glass
|
||||
# description: A reinforced sheet of translucent plasma.
|
||||
# id: SheetRPGlass
|
||||
# graph: Glass
|
||||
# startNode: start
|
||||
# targetNode: SheetRPGlass
|
||||
# category: construction-category-materials
|
||||
# icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: rpglass }
|
||||
# objectType: Item
|
||||
#
|
||||
#- type: construction
|
||||
# name: reinforced plasma glass
|
||||
# description: A reinforced sheet of translucent plasma.
|
||||
# id: SheetRPGlass0
|
||||
# graph: Glass
|
||||
# startNode: start
|
||||
# targetNode: SheetRPGlass0
|
||||
# category: construction-category-materials
|
||||
# icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: rpglass }
|
||||
# objectType: Item
|
||||
#
|
||||
#- type: construction
|
||||
# name: reinforced plasma glass
|
||||
# description: A reinforced sheet of translucent plasma.
|
||||
# id: SheetRPGlass1
|
||||
# graph: Glass
|
||||
# startNode: start
|
||||
# targetNode: SheetRPGlass1
|
||||
# category: construction-category-materials
|
||||
# icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: rpglass }
|
||||
# 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
|
||||
# targetNode: SheetUGlass
|
||||
# category: construction-category-materials
|
||||
# icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: uglass }
|
||||
# objectType: Item
|
||||
#
|
||||
#- type: construction
|
||||
# name: reinforced uranium glass
|
||||
# description: A reinforced sheet of uranium glass.
|
||||
# id: SheetRUGlass
|
||||
# graph: Glass
|
||||
# startNode: start
|
||||
# targetNode: SheetRUGlass
|
||||
# category: construction-category-materials
|
||||
# icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: ruglass }
|
||||
# objectType: Item
|
||||
#
|
||||
#- type: construction
|
||||
# name: reinforced uranium glass
|
||||
# description: A reinforced sheet of uranium glass.
|
||||
# id: SheetRUGlass0
|
||||
# graph: Glass
|
||||
# startNode: start
|
||||
# targetNode: SheetRUGlass0
|
||||
# category: construction-category-materials
|
||||
# icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: ruglass }
|
||||
# objectType: Item
|
||||
#
|
||||
#- type: construction
|
||||
# name: reinforced uranium glass
|
||||
# description: A reinforced sheet of uranium glass.
|
||||
# id: SheetRUGlass1
|
||||
# graph: Glass
|
||||
# startNode: start
|
||||
# targetNode: SheetRUGlass1
|
||||
# category: construction-category-materials
|
||||
# icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: ruglass }
|
||||
# objectType: Item
|
||||
|
||||
- type: construction
|
||||
name: reinforced glass
|
||||
description: A reinforced sheet of glass.
|
||||
id: SheetRGlass
|
||||
graph: Glass
|
||||
startNode: start
|
||||
targetNode: SheetRGlass
|
||||
category: construction-category-materials
|
||||
icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: rglass }
|
||||
objectType: Item
|
||||
|
||||
- type: construction
|
||||
name: clockwork glass
|
||||
description: A brass-reinforced sheet of glass.
|
||||
id: SheetClockworkGlass
|
||||
graph: Glass
|
||||
startNode: start
|
||||
targetNode: SheetClockworkGlass
|
||||
category: construction-category-materials
|
||||
icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: cglass }
|
||||
objectType: Item
|
||||
|
||||
- type: construction
|
||||
name: plasma glass
|
||||
description: A sheet of translucent plasma.
|
||||
id: SheetPGlass
|
||||
graph: Glass
|
||||
startNode: start
|
||||
targetNode: SheetPGlass
|
||||
category: construction-category-materials
|
||||
icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: pglass }
|
||||
objectType: Item
|
||||
|
||||
- type: construction
|
||||
name: reinforced plasma glass
|
||||
description: A reinforced sheet of translucent plasma.
|
||||
id: SheetRPGlass
|
||||
graph: Glass
|
||||
startNode: start
|
||||
targetNode: SheetRPGlass
|
||||
category: construction-category-materials
|
||||
icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: rpglass }
|
||||
objectType: Item
|
||||
|
||||
- type: construction
|
||||
name: reinforced plasma glass
|
||||
description: A reinforced sheet of translucent plasma.
|
||||
id: SheetRPGlass0
|
||||
graph: Glass
|
||||
startNode: start
|
||||
targetNode: SheetRPGlass0
|
||||
category: construction-category-materials
|
||||
icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: rpglass }
|
||||
objectType: Item
|
||||
|
||||
- type: construction
|
||||
name: reinforced plasma glass
|
||||
description: A reinforced sheet of translucent plasma.
|
||||
id: SheetRPGlass1
|
||||
graph: Glass
|
||||
startNode: start
|
||||
targetNode: SheetRPGlass1
|
||||
category: construction-category-materials
|
||||
icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: rpglass }
|
||||
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
|
||||
targetNode: SheetUGlass
|
||||
category: construction-category-materials
|
||||
icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: uglass }
|
||||
objectType: Item
|
||||
|
||||
- type: construction
|
||||
name: reinforced uranium glass
|
||||
description: A reinforced sheet of uranium glass.
|
||||
id: SheetRUGlass
|
||||
graph: Glass
|
||||
startNode: start
|
||||
targetNode: SheetRUGlass
|
||||
category: construction-category-materials
|
||||
icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: ruglass }
|
||||
objectType: Item
|
||||
|
||||
- type: construction
|
||||
name: reinforced uranium glass
|
||||
description: A reinforced sheet of uranium glass.
|
||||
id: SheetRUGlass0
|
||||
graph: Glass
|
||||
startNode: start
|
||||
targetNode: SheetRUGlass0
|
||||
category: construction-category-materials
|
||||
icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: ruglass }
|
||||
objectType: Item
|
||||
|
||||
- type: construction
|
||||
name: reinforced uranium glass
|
||||
description: A reinforced sheet of uranium glass.
|
||||
id: SheetRUGlass1
|
||||
graph: Glass
|
||||
startNode: start
|
||||
targetNode: SheetRUGlass1
|
||||
category: construction-category-materials
|
||||
icon: { sprite: Objects/Materials/Sheets/glass.rsi, state: ruglass }
|
||||
objectType: Item
|
||||
@@ -10,16 +10,16 @@
|
||||
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
|
||||
# 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
|
||||
objectType: Item
|
||||
|
||||
@@ -1,51 +1,51 @@
|
||||
#bureaucracy
|
||||
#- type: construction
|
||||
# id: FilingCabinet
|
||||
# name: filing cabinet
|
||||
# description: A cabinet for all your filing needs.
|
||||
# graph: FilingCabinet
|
||||
# startNode: start
|
||||
# targetNode: filingCabinet
|
||||
# category: construction-category-storage
|
||||
# icon:
|
||||
# sprite: Structures/Storage/cabinets.rsi
|
||||
# state: filingcabinet
|
||||
# objectType: Structure
|
||||
# placementMode: SnapgridCenter
|
||||
# canBuildInImpassable: false
|
||||
# conditions:
|
||||
# - !type:TileNotBlocked
|
||||
#
|
||||
#- type: construction
|
||||
# id: TallCabinet
|
||||
# name: tall cabinet
|
||||
# description: A cabinet for all your filing needs.
|
||||
# graph: FilingCabinet
|
||||
# startNode: start
|
||||
# targetNode: tallCabinet
|
||||
# category: construction-category-storage
|
||||
# icon:
|
||||
# sprite: Structures/Storage/cabinets.rsi
|
||||
# state: tallcabinet
|
||||
# objectType: Structure
|
||||
# placementMode: SnapgridCenter
|
||||
# canBuildInImpassable: false
|
||||
# conditions:
|
||||
# - !type:TileNotBlocked
|
||||
#
|
||||
#- 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
|
||||
# category: construction-category-storage
|
||||
# icon:
|
||||
# sprite: Structures/Storage/cabinets.rsi
|
||||
# state: chestdrawer
|
||||
# objectType: Structure
|
||||
# placementMode: SnapgridCenter
|
||||
# canBuildInImpassable: false
|
||||
# conditions:
|
||||
# - !type:TileNotBlocked
|
||||
- type: construction
|
||||
id: FilingCabinet
|
||||
name: filing cabinet
|
||||
description: A cabinet for all your filing needs.
|
||||
graph: FilingCabinet
|
||||
startNode: start
|
||||
targetNode: filingCabinet
|
||||
category: construction-category-storage
|
||||
icon:
|
||||
sprite: Structures/Storage/cabinets.rsi
|
||||
state: filingcabinet
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
canBuildInImpassable: false
|
||||
conditions:
|
||||
- !type:TileNotBlocked
|
||||
|
||||
- type: construction
|
||||
id: TallCabinet
|
||||
name: tall cabinet
|
||||
description: A cabinet for all your filing needs.
|
||||
graph: FilingCabinet
|
||||
startNode: start
|
||||
targetNode: tallCabinet
|
||||
category: construction-category-storage
|
||||
icon:
|
||||
sprite: Structures/Storage/cabinets.rsi
|
||||
state: tallcabinet
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
canBuildInImpassable: false
|
||||
conditions:
|
||||
- !type:TileNotBlocked
|
||||
|
||||
- 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
|
||||
category: construction-category-storage
|
||||
icon:
|
||||
sprite: Structures/Storage/cabinets.rsi
|
||||
state: chestdrawer
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
canBuildInImpassable: false
|
||||
conditions:
|
||||
- !type:TileNotBlocked
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,43 +1,43 @@
|
||||
#- 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: 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
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,68 +1,68 @@
|
||||
#- 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: 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
|
||||
@@ -75,101 +75,101 @@
|
||||
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
|
||||
- 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
|
||||
|
||||
@@ -1,119 +1,119 @@
|
||||
#- 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
|
||||
# objectType: Structure
|
||||
# placementMode: SnapgridCenter
|
||||
# canRotate: false
|
||||
# canBuildInImpassable: false
|
||||
# entityWhitelist:
|
||||
# tags:
|
||||
# - SpiderCraft
|
||||
# conditions:
|
||||
# - !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
|
||||
# objectType: Structure
|
||||
# placementMode: SnapgridCenter
|
||||
# canRotate: false
|
||||
# canBuildInImpassable: false
|
||||
# entityWhitelist:
|
||||
# tags:
|
||||
# - SpiderCraft
|
||||
# conditions:
|
||||
# - !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
|
||||
# objectType: Structure
|
||||
# placementMode: SnapgridCenter
|
||||
# canRotate: false
|
||||
# canBuildInImpassable: false
|
||||
# entityWhitelist:
|
||||
# tags:
|
||||
# - SpiderCraft
|
||||
# conditions:
|
||||
# - !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
|
||||
# objectType: Structure
|
||||
# placementMode: SnapgridCenter
|
||||
# canBuildInImpassable: false
|
||||
# entityWhitelist:
|
||||
# tags:
|
||||
# - 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
|
||||
# objectType: Structure
|
||||
# placementMode: SnapgridCenter
|
||||
# canRotate: false
|
||||
# canBuildInImpassable: false
|
||||
# entityWhitelist:
|
||||
# tags:
|
||||
# - 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
|
||||
# objectType: Structure
|
||||
# placementMode: SnapgridCenter
|
||||
# canBuildInImpassable: false
|
||||
# entityWhitelist:
|
||||
# tags:
|
||||
# - SpiderCraft
|
||||
# conditions:
|
||||
# - !type:TileNotBlocked
|
||||
- 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
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
canRotate: false
|
||||
canBuildInImpassable: false
|
||||
entityWhitelist:
|
||||
tags:
|
||||
- SpiderCraft
|
||||
conditions:
|
||||
- !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
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
canRotate: false
|
||||
canBuildInImpassable: false
|
||||
entityWhitelist:
|
||||
tags:
|
||||
- SpiderCraft
|
||||
conditions:
|
||||
- !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
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
canRotate: false
|
||||
canBuildInImpassable: false
|
||||
entityWhitelist:
|
||||
tags:
|
||||
- SpiderCraft
|
||||
conditions:
|
||||
- !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
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
canBuildInImpassable: false
|
||||
entityWhitelist:
|
||||
tags:
|
||||
- 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
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
canRotate: false
|
||||
canBuildInImpassable: false
|
||||
entityWhitelist:
|
||||
tags:
|
||||
- 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
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
canBuildInImpassable: false
|
||||
entityWhitelist:
|
||||
tags:
|
||||
- SpiderCraft
|
||||
conditions:
|
||||
- !type:TileNotBlocked
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
#- 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
|
||||
- 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
|
||||
|
||||
@@ -1,64 +1,64 @@
|
||||
#- 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: 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
|
||||
|
||||
@@ -1,76 +1,76 @@
|
||||
#- 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: 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
|
||||
- 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: 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
|
||||
|
||||
@@ -1,242 +1,242 @@
|
||||
#- 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: hairflower
|
||||
# id: hairflower
|
||||
# graph: hairflower
|
||||
# startNode: start
|
||||
# targetNode: hairflower
|
||||
# category: construction-category-clothing
|
||||
# description: "A red flower for beautiful ladies."
|
||||
# icon:
|
||||
# sprite: Clothing/Head/Misc/hairflower.rsi
|
||||
# state: icon
|
||||
# objectType: Item
|
||||
#
|
||||
#- type: construction
|
||||
# name: flower crown
|
||||
# id: flowercrown
|
||||
# graph: flowercrown
|
||||
# startNode: start
|
||||
# targetNode: flowercrown
|
||||
# category: construction-category-clothing
|
||||
# description: "A coronet of fresh and fragrant flowers."
|
||||
# icon:
|
||||
# sprite: Clothing/Head/Misc/flower-crown.rsi
|
||||
# state: icon
|
||||
# objectType: Item
|
||||
#
|
||||
#- type: construction
|
||||
# name: flower wreath
|
||||
# id: flowerwreath
|
||||
# graph: flowerwreath
|
||||
# startNode: start
|
||||
# targetNode: flowerwreath
|
||||
# category: construction-category-clothing
|
||||
# description: "A wreath of colourful flowers."
|
||||
# icon:
|
||||
# sprite: Clothing/Neck/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
|
||||
- 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: hairflower
|
||||
id: hairflower
|
||||
graph: hairflower
|
||||
startNode: start
|
||||
targetNode: hairflower
|
||||
category: construction-category-clothing
|
||||
description: "A red flower for beautiful ladies."
|
||||
icon:
|
||||
sprite: Clothing/Head/Misc/hairflower.rsi
|
||||
state: icon
|
||||
objectType: Item
|
||||
|
||||
- type: construction
|
||||
name: flower crown
|
||||
id: flowercrown
|
||||
graph: flowercrown
|
||||
startNode: start
|
||||
targetNode: flowercrown
|
||||
category: construction-category-clothing
|
||||
description: "A coronet of fresh and fragrant flowers."
|
||||
icon:
|
||||
sprite: Clothing/Head/Misc/flower-crown.rsi
|
||||
state: icon
|
||||
objectType: Item
|
||||
|
||||
- type: construction
|
||||
name: flower wreath
|
||||
id: flowerwreath
|
||||
graph: flowerwreath
|
||||
startNode: start
|
||||
targetNode: flowerwreath
|
||||
category: construction-category-clothing
|
||||
description: "A wreath of colourful flowers."
|
||||
icon:
|
||||
sprite: Clothing/Neck/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
|
||||
@@ -1,32 +1,32 @@
|
||||
#- 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
|
||||
- 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
|
||||
@@ -1,58 +1,58 @@
|
||||
#- 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: 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: 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
|
||||
- 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: 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: 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 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
|
||||
- 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 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
|
||||
|
||||
@@ -1,37 +1,37 @@
|
||||
#- 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
|
||||
- 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
|
||||
@@ -1,81 +1,81 @@
|
||||
# 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: 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
|
||||
@@ -187,13 +187,13 @@
|
||||
# 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
|
||||
- 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
|
||||
@@ -1,25 +1,25 @@
|
||||
#- 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
|
||||
- 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
|
||||
|
||||
@@ -1,111 +1,111 @@
|
||||
#- type: construction
|
||||
# name: web tile
|
||||
# id: TileWeb
|
||||
# graph: WebObjects
|
||||
# startNode: start
|
||||
# targetNode: tile
|
||||
# category: construction-category-tiles
|
||||
# description: "Nice and smooth."
|
||||
# entityWhitelist:
|
||||
# tags:
|
||||
# - SpiderCraft
|
||||
# icon:
|
||||
# sprite: Objects/Tiles/web.rsi
|
||||
# state: icon
|
||||
# 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
|
||||
# icon:
|
||||
# sprite: Clothing/OuterClothing/WinterCoats/coatweb.rsi
|
||||
# state: icon
|
||||
# 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
|
||||
# icon:
|
||||
# sprite: Clothing/Uniforms/Jumpsuit/web.rsi
|
||||
# state: icon
|
||||
# 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
|
||||
# icon:
|
||||
# sprite: Clothing/Uniforms/Jumpskirt/web.rsi
|
||||
# state: icon
|
||||
# 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
|
||||
# icon:
|
||||
# sprite: Objects/Materials/materials.rsi
|
||||
# state: cloth_3
|
||||
# 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
|
||||
# icon:
|
||||
# sprite: Objects/Weapons/Melee/web-shield.rsi
|
||||
# state: icon
|
||||
# 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
|
||||
# icon:
|
||||
# sprite: Clothing/Shoes/Boots/winterbootsweb.rsi
|
||||
# state: icon
|
||||
# objectType: Item
|
||||
- type: construction
|
||||
name: web tile
|
||||
id: TileWeb
|
||||
graph: WebObjects
|
||||
startNode: start
|
||||
targetNode: tile
|
||||
category: construction-category-tiles
|
||||
description: "Nice and smooth."
|
||||
entityWhitelist:
|
||||
tags:
|
||||
- SpiderCraft
|
||||
icon:
|
||||
sprite: Objects/Tiles/web.rsi
|
||||
state: icon
|
||||
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
|
||||
icon:
|
||||
sprite: Clothing/OuterClothing/WinterCoats/coatweb.rsi
|
||||
state: icon
|
||||
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
|
||||
icon:
|
||||
sprite: Clothing/Uniforms/Jumpsuit/web.rsi
|
||||
state: icon
|
||||
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
|
||||
icon:
|
||||
sprite: Clothing/Uniforms/Jumpskirt/web.rsi
|
||||
state: icon
|
||||
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
|
||||
icon:
|
||||
sprite: Objects/Materials/materials.rsi
|
||||
state: cloth_3
|
||||
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
|
||||
icon:
|
||||
sprite: Objects/Weapons/Melee/web-shield.rsi
|
||||
state: icon
|
||||
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
|
||||
icon:
|
||||
sprite: Clothing/Shoes/Boots/winterbootsweb.rsi
|
||||
state: icon
|
||||
objectType: Item
|
||||
|
||||
@@ -962,6 +962,4 @@
|
||||
result: ReagentGrinderIndustrialMachineCircuitboard
|
||||
completetime: 5
|
||||
materials:
|
||||
Steel: 100
|
||||
Glass: 900
|
||||
Gold: 100
|
||||
Steel: 100
|
||||
@@ -9,6 +9,9 @@
|
||||
sprite: CrystallPunk/Structures/Decoration/bonfire.rsi
|
||||
layers:
|
||||
- state: bonfire
|
||||
- type: Construction
|
||||
graph: CPBonfire
|
||||
node: CPBonfire
|
||||
- type: Fixtures
|
||||
fixtures:
|
||||
fix1:
|
||||
|
||||
@@ -1,12 +1,15 @@
|
||||
- type: entity
|
||||
name: деревянный стул
|
||||
description: Сколочен из самых обычных досок. Просто и эффективно!
|
||||
id: ChairCPWooden
|
||||
id: CPChairWooden
|
||||
parent: UnanchoredChairBase
|
||||
components:
|
||||
- type: Sprite
|
||||
sprite: CrystallPunk/Structures/Furniture/chairs.rsi
|
||||
state: wooden
|
||||
- type: Construction
|
||||
graph: CPSeat
|
||||
node: CPChairWooden
|
||||
- type: Damageable
|
||||
damageModifierSet: Wood
|
||||
- type: Destructible
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
- type: entity
|
||||
parent: TableBase
|
||||
id: TableWooden
|
||||
id: CPTableWooden
|
||||
name: деревянный стол
|
||||
description: Простой стол, сколоченный из досок.
|
||||
components:
|
||||
@@ -8,6 +8,9 @@
|
||||
sprite: CrystallPunk/Structures/Furniture/Tables/wood.rsi
|
||||
- type: Icon
|
||||
sprite: CrystallPunk/Structures/Furniture/Tables/wood.rsi
|
||||
- type: Construction
|
||||
graph: CPTable
|
||||
node: CPTableWooden
|
||||
- type: Damageable
|
||||
damageModifierSet: Wood
|
||||
- type: Destructible
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
- type: constructionGraph
|
||||
id: CPBonfire
|
||||
start: start
|
||||
graph:
|
||||
- node: start
|
||||
actions:
|
||||
- !type:DestroyEntity {}
|
||||
edges:
|
||||
- to: CPBonfire
|
||||
steps:
|
||||
- material: WoodPlank
|
||||
amount: 5
|
||||
doAfter: 3
|
||||
|
||||
- node: CPBonfire
|
||||
entity: CPBonfire
|
||||
@@ -0,0 +1,16 @@
|
||||
- type: constructionGraph
|
||||
id: CPSeat
|
||||
start: start
|
||||
graph:
|
||||
- node: start
|
||||
actions:
|
||||
- !type:DestroyEntity {}
|
||||
edges:
|
||||
- to: CPChairWooden
|
||||
steps:
|
||||
- material: WoodPlank
|
||||
amount: 4
|
||||
doAfter: 2
|
||||
|
||||
- node: CPChairWooden
|
||||
entity: CPChairWooden
|
||||
@@ -0,0 +1,16 @@
|
||||
- type: constructionGraph
|
||||
id: CPTable
|
||||
start: start
|
||||
graph:
|
||||
- node: start
|
||||
actions:
|
||||
- !type:DestroyEntity {}
|
||||
edges:
|
||||
- to: CPTableWooden
|
||||
steps:
|
||||
- material: WoodPlank
|
||||
amount: 3
|
||||
doAfter: 2
|
||||
|
||||
- node: CPTableWooden
|
||||
entity: CPTableWooden
|
||||
@@ -0,0 +1,53 @@
|
||||
- type: construction
|
||||
crystallPunkAllowed: true
|
||||
name: Деревянный стул
|
||||
description: Сколочен из самых обычных досок. Просто и эффективно!
|
||||
id: CPChairWooden
|
||||
graph: CPSeat
|
||||
startNode: start
|
||||
targetNode: CPChairWooden
|
||||
category: construction-category-furniture
|
||||
icon:
|
||||
sprite: CrystallPunk/Structures/Furniture/chairs.rsi
|
||||
state: wooden
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
canBuildInImpassable: false
|
||||
conditions:
|
||||
- !type:TileNotBlocked
|
||||
|
||||
- type: construction
|
||||
crystallPunkAllowed: true
|
||||
name: Деревянный стол
|
||||
description: Простой стол, сколоченный из досок.
|
||||
id: CPTableWooden
|
||||
graph: CPTable
|
||||
startNode: start
|
||||
targetNode: CPTableWooden
|
||||
category: construction-category-furniture
|
||||
icon:
|
||||
sprite: CrystallPunk/Structures/Furniture/Tables/wood.rsi
|
||||
state: full
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
canBuildInImpassable: false
|
||||
conditions:
|
||||
- !type:TileNotBlocked
|
||||
|
||||
- type: construction
|
||||
crystallPunkAllowed: true
|
||||
name: Костёр
|
||||
description: Груда бревен, сложенных вместе, и готовых вспыхнуть от малейшей искры.
|
||||
id: CPBonfire
|
||||
graph: CPBonfire
|
||||
startNode: start
|
||||
targetNode: CPBonfire
|
||||
category: construction-category-furniture
|
||||
icon:
|
||||
sprite: CrystallPunk/Structures/Decoration/bonfire.rsi
|
||||
state: bonfire
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
canBuildInImpassable: false
|
||||
conditions:
|
||||
- !type:TileNotBlocked
|
||||
Reference in New Issue
Block a user