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:
Ed
2024-04-03 10:01:57 +03:00
committed by GitHub
parent 0bc1c31193
commit 84da0dd16d
33 changed files with 4997 additions and 4880 deletions

View File

@@ -155,6 +155,9 @@ namespace Content.Client.Construction.UI
if (recipe.Hide)
continue;
if (!recipe.CrystallPunkAllowed) //CrystallPunk clearing recipes
continue;
if (_playerManager.LocalSession == null
|| _playerManager.LocalEntity == null
|| (recipe.EntityWhitelist != null && !recipe.EntityWhitelist.IsValid(_playerManager.LocalEntity.Value)))

View File

@@ -1,4 +1,4 @@
using Content.Shared.Construction.Conditions;
using Content.Shared.Construction.Conditions;
using Content.Shared.Whitelist;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
@@ -97,6 +97,12 @@ public sealed partial class ConstructionPrototype : IPrototype
public IReadOnlyList<IConstructionCondition> Conditions => _conditions;
public IReadOnlyList<SpriteSpecifier> Layers => _layers ?? new List<SpriteSpecifier> { Icon };
/// <summary>
/// allows you to display to players only the recipes needed for the project
/// </summary>
[DataField]
public bool CrystallPunkAllowed = false;
}
public enum ConstructionType

View File

@@ -1,98 +1,98 @@
#- type: construction
# name: clown hardsuit
# id: ClownHardsuit
# graph: ClownHardsuit
# startNode: start
# targetNode: clownHardsuit
# category: construction-category-clothing
# description: A modified hardsuit fit for a clown.
# icon: { sprite: Clothing/OuterClothing/Hardsuits/clown.rsi, state: icon }
# objectType: Item
#
#- type: construction
# name: mime hardsuit
# id: MimeHardsuit
# graph: MimeHardsuit
# startNode: start
# targetNode: mimeHardsuit
# category: construction-category-clothing
# description: A modified hardsuit fit for a mime.
# icon: { sprite: Clothing/OuterClothing/Hardsuits/mime.rsi, state: icon }
# objectType: Item
#
#- type: construction
# name: bone armor
# id: BoneArmor
# graph: BoneArmor
# startNode: start
# targetNode: armor
# category: construction-category-clothing
# description: Armor made of bones.
# icon: { sprite: Clothing/OuterClothing/Armor/bone_armor.rsi, state: icon }
# objectType: Item
#
#- type: construction
# name: bone helmet
# id: BoneHelmet
# graph: BoneHelmet
# startNode: start
# targetNode: helmet
# category: construction-category-clothing
# description: Helmet made of bones.
# icon: { sprite: Clothing/Head/Helmets/bone_helmet.rsi, state: icon }
# objectType: Item
#
#- type: construction
# name: banana clown mask
# id: BananaClownMask
# graph: BananaClownMask
# startNode: start
# targetNode: mask
# category: construction-category-clothing
# description: A clown mask upgraded with banana peels.
# icon: { sprite: Clothing/Mask/clown_banana.rsi, state: icon }
# objectType: Item
#
#- type: construction
# name: banana clown suit
# id: BananaClownJumpsuit
# graph: BananaClownJumpsuit
# startNode: start
# targetNode: jumpsuit
# category: construction-category-clothing
# description: A clown suit upgraded with banana peels.
# icon: { sprite: Clothing/Uniforms/Jumpsuit/clown_banana.rsi, state: icon }
# objectType: Item
#
#- type: construction
# name: banana clown shoes
# id: BananaClownShoes
# graph: BananaClownShoes
# startNode: start
# targetNode: shoes
# category: construction-category-clothing
# description: A pair of clown shoes upgraded with banana peels.
# icon: { sprite: Clothing/Shoes/Specific/clown_banana.rsi, state: icon }
# objectType: Item
#
#- type: construction
# name: medsec hud
# id: ClothingEyesHudMedSec
# graph: HudMedSec
# startNode: start
# targetNode: medsecHud
# category: construction-category-clothing
# description: Two huds joined by arms
# icon: { sprite: Clothing/Eyes/Hud/medsec.rsi, state: icon }
# objectType: Item
#
#- type: construction
# name: ducky slippers
# id: ClothingShoeSlippersDuck
# graph: ClothingShoeSlippersDuck
# startNode: start
# targetNode: shoes
# category: construction-category-clothing
# description: Comfy, yet haunted by the ghosts of ducks you fed bread to as a child.
# icon: { sprite: Clothing/Shoes/Misc/duck-slippers.rsi, state: icon }
# objectType: Item
- type: construction
name: clown hardsuit
id: ClownHardsuit
graph: ClownHardsuit
startNode: start
targetNode: clownHardsuit
category: construction-category-clothing
description: A modified hardsuit fit for a clown.
icon: { sprite: Clothing/OuterClothing/Hardsuits/clown.rsi, state: icon }
objectType: Item
- type: construction
name: mime hardsuit
id: MimeHardsuit
graph: MimeHardsuit
startNode: start
targetNode: mimeHardsuit
category: construction-category-clothing
description: A modified hardsuit fit for a mime.
icon: { sprite: Clothing/OuterClothing/Hardsuits/mime.rsi, state: icon }
objectType: Item
- type: construction
name: bone armor
id: BoneArmor
graph: BoneArmor
startNode: start
targetNode: armor
category: construction-category-clothing
description: Armor made of bones.
icon: { sprite: Clothing/OuterClothing/Armor/bone_armor.rsi, state: icon }
objectType: Item
- type: construction
name: bone helmet
id: BoneHelmet
graph: BoneHelmet
startNode: start
targetNode: helmet
category: construction-category-clothing
description: Helmet made of bones.
icon: { sprite: Clothing/Head/Helmets/bone_helmet.rsi, state: icon }
objectType: Item
- type: construction
name: banana clown mask
id: BananaClownMask
graph: BananaClownMask
startNode: start
targetNode: mask
category: construction-category-clothing
description: A clown mask upgraded with banana peels.
icon: { sprite: Clothing/Mask/clown_banana.rsi, state: icon }
objectType: Item
- type: construction
name: banana clown suit
id: BananaClownJumpsuit
graph: BananaClownJumpsuit
startNode: start
targetNode: jumpsuit
category: construction-category-clothing
description: A clown suit upgraded with banana peels.
icon: { sprite: Clothing/Uniforms/Jumpsuit/clown_banana.rsi, state: icon }
objectType: Item
- type: construction
name: banana clown shoes
id: BananaClownShoes
graph: BananaClownShoes
startNode: start
targetNode: shoes
category: construction-category-clothing
description: A pair of clown shoes upgraded with banana peels.
icon: { sprite: Clothing/Shoes/Specific/clown_banana.rsi, state: icon }
objectType: Item
- type: construction
name: medsec hud
id: ClothingEyesHudMedSec
graph: HudMedSec
startNode: start
targetNode: medsecHud
category: construction-category-clothing
description: Two huds joined by arms
icon: { sprite: Clothing/Eyes/Hud/medsec.rsi, state: icon }
objectType: Item
- type: construction
name: ducky slippers
id: ClothingShoeSlippersDuck
graph: ClothingShoeSlippersDuck
startNode: start
targetNode: shoes
category: construction-category-clothing
description: Comfy, yet haunted by the ghosts of ducks you fed bread to as a child.
icon: { sprite: Clothing/Shoes/Misc/duck-slippers.rsi, state: icon }
objectType: Item

View File

@@ -1,10 +1,10 @@
#- type: construction
# name: bananium horn
# id: HornBananium
# graph: BananiumHorn
# startNode: start
# targetNode: bananiumHorn
# category: construction-category-weapons
# description: An air horn made from bananium.
# icon: { sprite: Objects/Fun/bananiumhorn.rsi, state: icon }
# objectType: Item
- type: construction
name: bananium horn
id: HornBananium
graph: BananiumHorn
startNode: start
targetNode: bananiumHorn
category: construction-category-weapons
description: An air horn made from bananium.
icon: { sprite: Objects/Fun/bananiumhorn.rsi, state: icon }
objectType: Item

File diff suppressed because it is too large Load Diff

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@@ -1,65 +1,65 @@
#- type: construction
# name: cyan light tube
# id: CyanLight
# graph: CyanLight
# startNode: start
# targetNode: icon
# category: construction-category-utilities
# description: A high powered light tube containing a cyan crystal
# icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
# objectType: Item
#
#- type: construction
# name: blue light tube
# id: BlueLight
# graph: BlueLight
# startNode: start
# targetNode: icon
# category: construction-category-utilities
# description: A high powered light tube containing a blue crystal
# icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
# objectType: Item
#
#- type: construction
# name: pink light tube
# id: PinkLight
# graph: PinkLight
# startNode: start
# targetNode: icon
# category: construction-category-utilities
# description: A high powered light tube containing a pink crystal
# icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
# objectType: Item
#
#- type: construction
# name: orange light tube
# id: OrangeLight
# graph: OrangeLight
# startNode: start
# targetNode: icon
# category: construction-category-utilities
# description: A high powered light tube containing an orange crystal
# icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
# objectType: Item
#
#- type: construction
# name: red light tube
# id: RedLight
# graph: RedLight
# startNode: start
# targetNode: icon
# category: construction-category-utilities
# description: A high powered light tube containing a red crystal
# icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
# objectType: Item
#
#- type: construction
# name: green light tube
# id: GreenLight
# graph: GreenLight
# startNode: start
# targetNode: icon
# category: construction-category-utilities
# description: A high powered light tube containing a green crystal
# icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
# objectType: Item
- type: construction
name: cyan light tube
id: CyanLight
graph: CyanLight
startNode: start
targetNode: icon
category: construction-category-utilities
description: A high powered light tube containing a cyan crystal
icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
objectType: Item
- type: construction
name: blue light tube
id: BlueLight
graph: BlueLight
startNode: start
targetNode: icon
category: construction-category-utilities
description: A high powered light tube containing a blue crystal
icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
objectType: Item
- type: construction
name: pink light tube
id: PinkLight
graph: PinkLight
startNode: start
targetNode: icon
category: construction-category-utilities
description: A high powered light tube containing a pink crystal
icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
objectType: Item
- type: construction
name: orange light tube
id: OrangeLight
graph: OrangeLight
startNode: start
targetNode: icon
category: construction-category-utilities
description: A high powered light tube containing an orange crystal
icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
objectType: Item
- type: construction
name: red light tube
id: RedLight
graph: RedLight
startNode: start
targetNode: icon
category: construction-category-utilities
description: A high powered light tube containing a red crystal
icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
objectType: Item
- type: construction
name: green light tube
id: GreenLight
graph: GreenLight
startNode: start
targetNode: icon
category: construction-category-utilities
description: A high powered light tube containing a green crystal
icon: { sprite: Objects/Power/light_tube.rsi, state: normal }
objectType: Item

View File

@@ -25,128 +25,128 @@
icon:
sprite: Structures/Machines/parts.rsi
state: "box_0"
#
## 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
# 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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -962,6 +962,4 @@
result: ReagentGrinderIndustrialMachineCircuitboard
completetime: 5
materials:
Steel: 100
Glass: 900
Gold: 100
Steel: 100

View File

@@ -9,6 +9,9 @@
sprite: CrystallPunk/Structures/Decoration/bonfire.rsi
layers:
- state: bonfire
- type: Construction
graph: CPBonfire
node: CPBonfire
- type: Fixtures
fixtures:
fix1:

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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