diff --git a/Content.Client/Construction/UI/ConstructionMenuPresenter.cs b/Content.Client/Construction/UI/ConstructionMenuPresenter.cs index 9a09436176..c96501fa65 100644 --- a/Content.Client/Construction/UI/ConstructionMenuPresenter.cs +++ b/Content.Client/Construction/UI/ConstructionMenuPresenter.cs @@ -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))) diff --git a/Content.Shared/Construction/Prototypes/ConstructionPrototype.cs b/Content.Shared/Construction/Prototypes/ConstructionPrototype.cs index e9863f8364..511d84de80 100644 --- a/Content.Shared/Construction/Prototypes/ConstructionPrototype.cs +++ b/Content.Shared/Construction/Prototypes/ConstructionPrototype.cs @@ -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 Conditions => _conditions; public IReadOnlyList Layers => _layers ?? new List { Icon }; + + /// + /// allows you to display to players only the recipes needed for the project + /// + [DataField] + public bool CrystallPunkAllowed = false; } public enum ConstructionType diff --git a/Resources/Prototypes/Recipes/Construction/clothing.yml b/Resources/Prototypes/Recipes/Construction/clothing.yml index d383339e1a..89f22cdf30 100644 --- a/Resources/Prototypes/Recipes/Construction/clothing.yml +++ b/Resources/Prototypes/Recipes/Construction/clothing.yml @@ -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 diff --git a/Resources/Prototypes/Recipes/Construction/fun.yml b/Resources/Prototypes/Recipes/Construction/fun.yml index 066a623d0e..46d43e7372 100644 --- a/Resources/Prototypes/Recipes/Construction/fun.yml +++ b/Resources/Prototypes/Recipes/Construction/fun.yml @@ -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 diff --git a/Resources/Prototypes/Recipes/Construction/furniture.yml b/Resources/Prototypes/Recipes/Construction/furniture.yml index bf3038dfc5..2597877187 100644 --- a/Resources/Prototypes/Recipes/Construction/furniture.yml +++ b/Resources/Prototypes/Recipes/Construction/furniture.yml @@ -1,886 +1,886 @@ #chairs -#- type: construction -# name: chair -# id: Chair -# graph: Seat -# startNode: start -# targetNode: chair -# category: construction-category-furniture -# description: You sit in this. Either by will or force. -# icon: -# sprite: Structures/Furniture/chairs.rsi -# state: chair -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: stool -# id: Stool -# graph: Seat -# startNode: start -# targetNode: stool -# category: construction-category-furniture -# description: You sit in this. Either by will or force. -# icon: -# sprite: Structures/Furniture/chairs.rsi -# state: stool -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: bar stool -# id: StoolBar -# graph: Seat -# startNode: start -# targetNode: stoolBar -# category: construction-category-furniture -# description: You sit in this. Either by will or force. -# icon: -# sprite: Structures/Furniture/chairs.rsi -# state: bar -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: brass chair -# id: ChairBrass -# graph: Seat -# startNode: start -# targetNode: chairBrass -# category: construction-category-furniture -# description: You sit in this. Either by will or force. -# icon: -# sprite: Structures/Furniture/chairs.rsi -# state: brass_chair -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: office chair -# id: ChairOfficeLight -# graph: Seat -# startNode: start -# targetNode: chairOffice -# category: construction-category-furniture -# description: You sit in this. Either by will or force. -# icon: -# sprite: Structures/Furniture/chairs.rsi -# state: office-white -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: dark office chair -# id: ChairOfficeDark -# graph: Seat -# startNode: start -# targetNode: chairOfficeDark -# category: construction-category-furniture -# description: You sit in this. Either by will or force. -# icon: -# sprite: Structures/Furniture/chairs.rsi -# state: office-dark -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: comfy chair -# id: ChairComfy -# graph: Seat -# startNode: start -# targetNode: chairComfy -# category: construction-category-furniture -# description: It looks comfy. -# icon: -# sprite: Structures/Furniture/chairs.rsi -# state: comfy -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: pilots chair -# id: chairPilotSeat -# graph: Seat -# startNode: start -# targetNode: chairPilotSeat -# category: construction-category-furniture -# description: Fit for a captain. -# icon: -# sprite: Structures/Furniture/chairs.rsi -# state: shuttle -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: wooden chair -# id: ChairWood -# graph: Seat -# startNode: start -# targetNode: chairWood -# category: construction-category-furniture -# description: You sit in this. Either by will or force. -# icon: -# sprite: Structures/Furniture/chairs.rsi -# state: wooden -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: meat chair -# id: ChairMeat -# graph: Seat -# startNode: start -# targetNode: chairMeat -# category: construction-category-furniture -# description: Uncomfortably sweaty. -# icon: -# sprite: Structures/Furniture/chairs.rsi -# state: meat -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: ritual chair -# id: ChairRitual -# graph: RitualSeat -# startNode: start -# targetNode: chairRitual -# category: construction-category-furniture -# description: A strangely carved chair. -# icon: -# sprite: Structures/Furniture/chairs.rsi -# state: ritual -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: folding chair -# id: ChairFolding -# graph: Seat -# startNode: start -# targetNode: chairFolding -# category: construction-category-furniture -# description: An easy to carry chair. -# icon: -# sprite: Structures/Furniture/folding_chair.rsi -# state: folding -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: steel bench -# id: ChairSteelBench -# graph: Seat -# startNode: start -# targetNode: chairSteelBench -# category: construction-category-furniture -# description: A long chair made for a metro. Really standard design. -# icon: -# sprite: Structures/Furniture/chairs.rsi -# state: steel-bench -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: wooden bench -# id: ChairWoodBench -# graph: Seat -# startNode: start -# targetNode: chairWoodBench -# category: construction-category-furniture -# description: Did you get a splinter? Well, at least it’s eco friendly. -# icon: -# sprite: Structures/Furniture/chairs.rsi -# state: wooden-bench -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: comfortable red bench -# id: RedComfBench -# graph: Seat -# startNode: start -# targetNode: redComfBench -# category: construction-category-furniture -# description: A bench with an extremely comfortable backrest. -# icon: -# sprite: Structures/Furniture/Bench/comf_bench.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: comfortable blue bench -# id: BlueComfBench -# graph: Seat -# startNode: start -# targetNode: blueComfBench -# category: construction-category-furniture -# description: A bench with an extremely comfortable backrest. -# icon: -# sprite: Structures/Furniture/Bench/comf_bench.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -##tables -#- type: construction -# name: steel table -# id: Table -# graph: Table -# startNode: start -# targetNode: Table -# category: construction-category-furniture -# description: A square piece of metal standing on four metal legs. -# icon: -# sprite: Structures/Furniture/Tables/generic.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: reinforced steel table -# id: TableReinforced -# graph: Table -# startNode: start -# targetNode: TableReinforced -# category: construction-category-furniture -# description: A square piece of metal standing on four metal legs. Extra robust. -# icon: -# sprite: Structures/Furniture/Tables/reinforced.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: glass table -# id: TableGlass -# graph: Table -# startNode: start -# targetNode: TableGlass -# category: construction-category-furniture -# description: A square piece of glass, standing on four metal legs. -# icon: -# sprite: Structures/Furniture/Tables/glass.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: reinforced glass table -# id: TableReinforcedGlass -# graph: Table -# startNode: start -# targetNode: TableReinforcedGlass -# category: construction-category-furniture -# description: A square piece of glass, standing on four metal legs. Extra robust. -# icon: -# sprite: Structures/Furniture/Tables/r_glass.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: plasma glass table -# id: TablePlasmaGlass -# graph: Table -# startNode: start -# targetNode: TablePlasmaGlass -# category: construction-category-furniture -# description: A square piece of plasma glass, standing on four metal legs. Pretty! -# icon: -# sprite: Structures/Furniture/Tables/plasma.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: brass table -# id: TableBrass -# graph: Table -# startNode: start -# targetNode: TableBrass -# category: construction-category-furniture -# description: A shiny, corrosion resistant brass table. Steampunk! -# icon: -# sprite: Structures/Furniture/Tables/brass.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: wood table -# id: TableWood -# graph: Table -# startNode: start -# targetNode: TableWood -# category: construction-category-furniture -# description: Do not apply fire to this. Rumour says it burns easily. -# icon: -# sprite: Structures/Furniture/Tables/wood.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: poker table -# id: TableCarpet -# graph: Table -# startNode: start -# targetNode: TableCarpet -# category: construction-category-furniture -# description: A square piece of wood standing on four legs covered by a cloth. (What did you expect?) -# icon: -# sprite: Structures/Furniture/Tables/carpet.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: fancy black table -# id: TableFancyBlack -# graph: Table -# startNode: start -# targetNode: TableFancyBlack -# category: construction-category-furniture -# description: A table covered with a beautiful cloth. -# icon: -# sprite: Structures/Furniture/Tables/Fancy/black.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: fancy blue table -# id: TableFancyBlue -# graph: Table -# startNode: start -# targetNode: TableFancyBlue -# category: construction-category-furniture -# description: A table covered with a beautiful cloth. -# icon: -# sprite: Structures/Furniture/Tables/Fancy/blue.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: fancy cyan table -# id: TableFancyCyan -# graph: Table -# startNode: start -# targetNode: TableFancyCyan -# category: construction-category-furniture -# description: A table covered with a beautiful cloth. -# icon: -# sprite: Structures/Furniture/Tables/Fancy/cyan.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: fancy green table -# id: TableFancyGreen -# graph: Table -# startNode: start -# targetNode: TableFancyGreen -# category: construction-category-furniture -# description: A table covered with a beautiful cloth. -# icon: -# sprite: Structures/Furniture/Tables/Fancy/green.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: fancy orange table -# id: TableFancyOrange -# graph: Table -# startNode: start -# targetNode: TableFancyOrange -# category: construction-category-furniture -# description: A table covered with a beautiful cloth. -# icon: -# sprite: Structures/Furniture/Tables/Fancy/orange.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: fancy purple table -# id: TableFancyPurple -# graph: Table -# startNode: start -# targetNode: TableFancyPurple -# category: construction-category-furniture -# description: A table covered with a beautiful cloth. -# icon: -# sprite: Structures/Furniture/Tables/Fancy/purple.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: fancy pink table -# id: TableFancyPink -# graph: Table -# startNode: start -# targetNode: TableFancyPink -# category: construction-category-furniture -# description: A table covered with a beautiful cloth. -# icon: -# sprite: Structures/Furniture/Tables/Fancy/pink.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: fancy red table -# id: TableFancyRed -# graph: Table -# startNode: start -# targetNode: TableFancyRed -# category: construction-category-furniture -# description: A table covered with a beautiful cloth. -# icon: -# sprite: Structures/Furniture/Tables/Fancy/red.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: fancy white table -# id: TableFancyWhite -# graph: Table -# startNode: start -# targetNode: TableFancyWhite -# category: construction-category-furniture -# description: A table covered with a beautiful cloth. -# icon: -# sprite: Structures/Furniture/Tables/Fancy/white.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: metal counter -# id: TableCounterMetal -# graph: Table -# startNode: start -# targetNode: CounterMetal -# category: construction-category-furniture -# description: Looks like a good place to put a drink down. -# icon: -# sprite: Structures/Furniture/Tables/countermetal.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: wood counter -# id: TableCounterWood -# graph: Table -# startNode: start -# targetNode: CounterWood -# category: construction-category-furniture -# description: Do not apply fire to this. Rumour says it burns easily. -# icon: -# sprite: Structures/Furniture/Tables/counterwood.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -##bathroom -#- type: construction -# name: toilet -# id: ToiletEmpty -# graph: Toilet -# startNode: start -# targetNode: toilet -# category: construction-category-furniture -# description: A human excrement flushing apparatus. -# icon: -# sprite: Structures/Furniture/toilet.rsi -# state: closed_toilet_seat_up -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -##bedroom -#- type: construction -# id: Bed -# name: bed -# description: This is used to lie in, sleep in or strap on. Resting here provides extremely slow healing. -# graph: bed -# startNode: start -# targetNode: bed -# category: construction-category-furniture -# icon: -# sprite: Structures/Furniture/furniture.rsi -# state: bed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# id: MedicalBed -# name: medical bed -# description: A hospital bed for patients to recover in. Resting here provides fairly slow healing. -# graph: bed -# startNode: start -# targetNode: medicalbed -# category: construction-category-furniture -# icon: -# sprite: Structures/Furniture/furniture.rsi -# state: bed-MED -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# id: DogBed -# name: dog bed -# description: A comfy-looking dog bed. You can even strap your pet in, in case the gravity turns off. -# graph: bed -# startNode: start -# targetNode: dogbed -# category: construction-category-furniture -# icon: -# sprite: Structures/Furniture/furniture.rsi -# state: dogbed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# id: Dresser -# name: dresser -# description: Wooden dresser, can store things inside itself. -# graph: Dresser -# startNode: start -# targetNode: dresser -# category: construction-category-furniture -# icon: -# sprite: Structures/Furniture/furniture.rsi -# state: dresser -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -##racks -#- type: construction -# id: Rack -# name: rack -# description: A rack for storing things on. -# graph: Rack -# startNode: start -# targetNode: Rack -# category: construction-category-furniture -# icon: -# sprite: Structures/Furniture/furniture.rsi -# state: rack -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -##misc -#- type: construction -# id: MeatSpike -# name: meat spike -# description: A spike found in kitchens butchering animals. -# graph: MeatSpike -# startNode: start -# targetNode: MeatSpike -# category: construction-category-furniture -# icon: -# sprite: Structures/meat_spike.rsi -# state: spike -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# id: Curtains -# name: curtains -# description: Contains less than 1% mercury. -# graph: Curtains -# startNode: start -# targetNode: Curtains -# category: construction-category-furniture -# icon: -# sprite: Structures/Decoration/Curtains/hospital.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -#- type: construction -# id: CurtainsBlack -# name: black curtains -# description: Hides what others shouldn't see. -# graph: Curtains -# startNode: start -# targetNode: CurtainsBlack -# category: construction-category-furniture -# icon: -# sprite: Structures/Decoration/Curtains/black.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -#- type: construction -# id: CurtainsBlue -# name: blue curtains -# description: Hides what others shouldn't see. -# graph: Curtains -# startNode: start -# targetNode: CurtainsBlue -# category: construction-category-furniture -# icon: -# sprite: Structures/Decoration/Curtains/blue.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -#- type: construction -# id: CurtainsCyan -# name: cyan curtains -# description: Hides what others shouldn't see. -# graph: Curtains -# startNode: start -# targetNode: CurtainsCyan -# category: construction-category-furniture -# icon: -# sprite: Structures/Decoration/Curtains/cyan.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -#- type: construction -# id: CurtainsGreen -# name: green curtains -# description: Hides what others shouldn't see. -# graph: Curtains -# startNode: start -# targetNode: CurtainsGreen -# category: construction-category-furniture -# icon: -# sprite: Structures/Decoration/Curtains/green.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -#- type: construction -# id: CurtainsOrange -# name: orange curtains -# description: Hides what others shouldn't see. -# graph: Curtains -# startNode: start -# targetNode: CurtainsOrange -# category: construction-category-furniture -# icon: -# sprite: Structures/Decoration/Curtains/orange.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -#- type: construction -# id: CurtainsPink -# name: pink curtains -# description: Hides what others shouldn't see. -# graph: Curtains -# startNode: start -# targetNode: CurtainsPink -# category: construction-category-furniture -# icon: -# sprite: Structures/Decoration/Curtains/pink.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -#- type: construction -# id: CurtainsPurple -# name: purple curtains -# description: Hides what others shouldn't see. -# graph: Curtains -# startNode: start -# targetNode: CurtainsPurple -# category: construction-category-furniture -# icon: -# sprite: Structures/Decoration/Curtains/purple.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -#- type: construction -# id: CurtainsRed -# name: red curtains -# description: Hides what others shouldn't see. -# graph: Curtains -# startNode: start -# targetNode: CurtainsRed -# category: construction-category-furniture -# icon: -# sprite: Structures/Decoration/Curtains/red.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -#- type: construction -# id: CurtainsWhite -# name: white curtains -# description: Hides what others shouldn't see. -# graph: Curtains -# startNode: start -# targetNode: CurtainsWhite -# category: construction-category-furniture -# icon: -# sprite: Structures/Decoration/Curtains/white.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -#- type: construction -# id: Bookshelf -# name: bookshelf -# description: Mostly filled with books. -# graph: Bookshelf -# startNode: start -# targetNode: bookshelf -# category: construction-category-furniture -# icon: -# sprite: Structures/Furniture/bookshelf.rsi -# state: base -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked +- type: construction + name: chair + id: Chair + graph: Seat + startNode: start + targetNode: chair + category: construction-category-furniture + description: You sit in this. Either by will or force. + icon: + sprite: Structures/Furniture/chairs.rsi + state: chair + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: stool + id: Stool + graph: Seat + startNode: start + targetNode: stool + category: construction-category-furniture + description: You sit in this. Either by will or force. + icon: + sprite: Structures/Furniture/chairs.rsi + state: stool + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: bar stool + id: StoolBar + graph: Seat + startNode: start + targetNode: stoolBar + category: construction-category-furniture + description: You sit in this. Either by will or force. + icon: + sprite: Structures/Furniture/chairs.rsi + state: bar + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: brass chair + id: ChairBrass + graph: Seat + startNode: start + targetNode: chairBrass + category: construction-category-furniture + description: You sit in this. Either by will or force. + icon: + sprite: Structures/Furniture/chairs.rsi + state: brass_chair + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: office chair + id: ChairOfficeLight + graph: Seat + startNode: start + targetNode: chairOffice + category: construction-category-furniture + description: You sit in this. Either by will or force. + icon: + sprite: Structures/Furniture/chairs.rsi + state: office-white + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: dark office chair + id: ChairOfficeDark + graph: Seat + startNode: start + targetNode: chairOfficeDark + category: construction-category-furniture + description: You sit in this. Either by will or force. + icon: + sprite: Structures/Furniture/chairs.rsi + state: office-dark + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: comfy chair + id: ChairComfy + graph: Seat + startNode: start + targetNode: chairComfy + category: construction-category-furniture + description: It looks comfy. + icon: + sprite: Structures/Furniture/chairs.rsi + state: comfy + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: pilots chair + id: chairPilotSeat + graph: Seat + startNode: start + targetNode: chairPilotSeat + category: construction-category-furniture + description: Fit for a captain. + icon: + sprite: Structures/Furniture/chairs.rsi + state: shuttle + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: wooden chair + id: ChairWood + graph: Seat + startNode: start + targetNode: chairWood + category: construction-category-furniture + description: You sit in this. Either by will or force. + icon: + sprite: Structures/Furniture/chairs.rsi + state: wooden + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: meat chair + id: ChairMeat + graph: Seat + startNode: start + targetNode: chairMeat + category: construction-category-furniture + description: Uncomfortably sweaty. + icon: + sprite: Structures/Furniture/chairs.rsi + state: meat + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: ritual chair + id: ChairRitual + graph: RitualSeat + startNode: start + targetNode: chairRitual + category: construction-category-furniture + description: A strangely carved chair. + icon: + sprite: Structures/Furniture/chairs.rsi + state: ritual + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: folding chair + id: ChairFolding + graph: Seat + startNode: start + targetNode: chairFolding + category: construction-category-furniture + description: An easy to carry chair. + icon: + sprite: Structures/Furniture/folding_chair.rsi + state: folding + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: steel bench + id: ChairSteelBench + graph: Seat + startNode: start + targetNode: chairSteelBench + category: construction-category-furniture + description: A long chair made for a metro. Really standard design. + icon: + sprite: Structures/Furniture/chairs.rsi + state: steel-bench + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: wooden bench + id: ChairWoodBench + graph: Seat + startNode: start + targetNode: chairWoodBench + category: construction-category-furniture + description: Did you get a splinter? Well, at least it’s eco friendly. + icon: + sprite: Structures/Furniture/chairs.rsi + state: wooden-bench + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: comfortable red bench + id: RedComfBench + graph: Seat + startNode: start + targetNode: redComfBench + category: construction-category-furniture + description: A bench with an extremely comfortable backrest. + icon: + sprite: Structures/Furniture/Bench/comf_bench.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: comfortable blue bench + id: BlueComfBench + graph: Seat + startNode: start + targetNode: blueComfBench + category: construction-category-furniture + description: A bench with an extremely comfortable backrest. + icon: + sprite: Structures/Furniture/Bench/comf_bench.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +#tables +- type: construction + name: steel table + id: Table + graph: Table + startNode: start + targetNode: Table + category: construction-category-furniture + description: A square piece of metal standing on four metal legs. + icon: + sprite: Structures/Furniture/Tables/generic.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: reinforced steel table + id: TableReinforced + graph: Table + startNode: start + targetNode: TableReinforced + category: construction-category-furniture + description: A square piece of metal standing on four metal legs. Extra robust. + icon: + sprite: Structures/Furniture/Tables/reinforced.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: glass table + id: TableGlass + graph: Table + startNode: start + targetNode: TableGlass + category: construction-category-furniture + description: A square piece of glass, standing on four metal legs. + icon: + sprite: Structures/Furniture/Tables/glass.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: reinforced glass table + id: TableReinforcedGlass + graph: Table + startNode: start + targetNode: TableReinforcedGlass + category: construction-category-furniture + description: A square piece of glass, standing on four metal legs. Extra robust. + icon: + sprite: Structures/Furniture/Tables/r_glass.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: plasma glass table + id: TablePlasmaGlass + graph: Table + startNode: start + targetNode: TablePlasmaGlass + category: construction-category-furniture + description: A square piece of plasma glass, standing on four metal legs. Pretty! + icon: + sprite: Structures/Furniture/Tables/plasma.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: brass table + id: TableBrass + graph: Table + startNode: start + targetNode: TableBrass + category: construction-category-furniture + description: A shiny, corrosion resistant brass table. Steampunk! + icon: + sprite: Structures/Furniture/Tables/brass.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: wood table + id: TableWood + graph: Table + startNode: start + targetNode: TableWood + category: construction-category-furniture + description: Do not apply fire to this. Rumour says it burns easily. + icon: + sprite: Structures/Furniture/Tables/wood.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: poker table + id: TableCarpet + graph: Table + startNode: start + targetNode: TableCarpet + category: construction-category-furniture + description: A square piece of wood standing on four legs covered by a cloth. (What did you expect?) + icon: + sprite: Structures/Furniture/Tables/carpet.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: fancy black table + id: TableFancyBlack + graph: Table + startNode: start + targetNode: TableFancyBlack + category: construction-category-furniture + description: A table covered with a beautiful cloth. + icon: + sprite: Structures/Furniture/Tables/Fancy/black.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: fancy blue table + id: TableFancyBlue + graph: Table + startNode: start + targetNode: TableFancyBlue + category: construction-category-furniture + description: A table covered with a beautiful cloth. + icon: + sprite: Structures/Furniture/Tables/Fancy/blue.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: fancy cyan table + id: TableFancyCyan + graph: Table + startNode: start + targetNode: TableFancyCyan + category: construction-category-furniture + description: A table covered with a beautiful cloth. + icon: + sprite: Structures/Furniture/Tables/Fancy/cyan.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: fancy green table + id: TableFancyGreen + graph: Table + startNode: start + targetNode: TableFancyGreen + category: construction-category-furniture + description: A table covered with a beautiful cloth. + icon: + sprite: Structures/Furniture/Tables/Fancy/green.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: fancy orange table + id: TableFancyOrange + graph: Table + startNode: start + targetNode: TableFancyOrange + category: construction-category-furniture + description: A table covered with a beautiful cloth. + icon: + sprite: Structures/Furniture/Tables/Fancy/orange.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: fancy purple table + id: TableFancyPurple + graph: Table + startNode: start + targetNode: TableFancyPurple + category: construction-category-furniture + description: A table covered with a beautiful cloth. + icon: + sprite: Structures/Furniture/Tables/Fancy/purple.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: fancy pink table + id: TableFancyPink + graph: Table + startNode: start + targetNode: TableFancyPink + category: construction-category-furniture + description: A table covered with a beautiful cloth. + icon: + sprite: Structures/Furniture/Tables/Fancy/pink.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: fancy red table + id: TableFancyRed + graph: Table + startNode: start + targetNode: TableFancyRed + category: construction-category-furniture + description: A table covered with a beautiful cloth. + icon: + sprite: Structures/Furniture/Tables/Fancy/red.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: fancy white table + id: TableFancyWhite + graph: Table + startNode: start + targetNode: TableFancyWhite + category: construction-category-furniture + description: A table covered with a beautiful cloth. + icon: + sprite: Structures/Furniture/Tables/Fancy/white.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: metal counter + id: TableCounterMetal + graph: Table + startNode: start + targetNode: CounterMetal + category: construction-category-furniture + description: Looks like a good place to put a drink down. + icon: + sprite: Structures/Furniture/Tables/countermetal.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: wood counter + id: TableCounterWood + graph: Table + startNode: start + targetNode: CounterWood + category: construction-category-furniture + description: Do not apply fire to this. Rumour says it burns easily. + icon: + sprite: Structures/Furniture/Tables/counterwood.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +#bathroom +- type: construction + name: toilet + id: ToiletEmpty + graph: Toilet + startNode: start + targetNode: toilet + category: construction-category-furniture + description: A human excrement flushing apparatus. + icon: + sprite: Structures/Furniture/toilet.rsi + state: closed_toilet_seat_up + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +#bedroom +- type: construction + id: Bed + name: bed + description: This is used to lie in, sleep in or strap on. Resting here provides extremely slow healing. + graph: bed + startNode: start + targetNode: bed + category: construction-category-furniture + icon: + sprite: Structures/Furniture/furniture.rsi + state: bed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + id: MedicalBed + name: medical bed + description: A hospital bed for patients to recover in. Resting here provides fairly slow healing. + graph: bed + startNode: start + targetNode: medicalbed + category: construction-category-furniture + icon: + sprite: Structures/Furniture/furniture.rsi + state: bed-MED + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + id: DogBed + name: dog bed + description: A comfy-looking dog bed. You can even strap your pet in, in case the gravity turns off. + graph: bed + startNode: start + targetNode: dogbed + category: construction-category-furniture + icon: + sprite: Structures/Furniture/furniture.rsi + state: dogbed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + id: Dresser + name: dresser + description: Wooden dresser, can store things inside itself. + graph: Dresser + startNode: start + targetNode: dresser + category: construction-category-furniture + icon: + sprite: Structures/Furniture/furniture.rsi + state: dresser + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +#racks +- type: construction + id: Rack + name: rack + description: A rack for storing things on. + graph: Rack + startNode: start + targetNode: Rack + category: construction-category-furniture + icon: + sprite: Structures/Furniture/furniture.rsi + state: rack + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +#misc +- type: construction + id: MeatSpike + name: meat spike + description: A spike found in kitchens butchering animals. + graph: MeatSpike + startNode: start + targetNode: MeatSpike + category: construction-category-furniture + icon: + sprite: Structures/meat_spike.rsi + state: spike + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + id: Curtains + name: curtains + description: Contains less than 1% mercury. + graph: Curtains + startNode: start + targetNode: Curtains + category: construction-category-furniture + icon: + sprite: Structures/Decoration/Curtains/hospital.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +- type: construction + id: CurtainsBlack + name: black curtains + description: Hides what others shouldn't see. + graph: Curtains + startNode: start + targetNode: CurtainsBlack + category: construction-category-furniture + icon: + sprite: Structures/Decoration/Curtains/black.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +- type: construction + id: CurtainsBlue + name: blue curtains + description: Hides what others shouldn't see. + graph: Curtains + startNode: start + targetNode: CurtainsBlue + category: construction-category-furniture + icon: + sprite: Structures/Decoration/Curtains/blue.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +- type: construction + id: CurtainsCyan + name: cyan curtains + description: Hides what others shouldn't see. + graph: Curtains + startNode: start + targetNode: CurtainsCyan + category: construction-category-furniture + icon: + sprite: Structures/Decoration/Curtains/cyan.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +- type: construction + id: CurtainsGreen + name: green curtains + description: Hides what others shouldn't see. + graph: Curtains + startNode: start + targetNode: CurtainsGreen + category: construction-category-furniture + icon: + sprite: Structures/Decoration/Curtains/green.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +- type: construction + id: CurtainsOrange + name: orange curtains + description: Hides what others shouldn't see. + graph: Curtains + startNode: start + targetNode: CurtainsOrange + category: construction-category-furniture + icon: + sprite: Structures/Decoration/Curtains/orange.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +- type: construction + id: CurtainsPink + name: pink curtains + description: Hides what others shouldn't see. + graph: Curtains + startNode: start + targetNode: CurtainsPink + category: construction-category-furniture + icon: + sprite: Structures/Decoration/Curtains/pink.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +- type: construction + id: CurtainsPurple + name: purple curtains + description: Hides what others shouldn't see. + graph: Curtains + startNode: start + targetNode: CurtainsPurple + category: construction-category-furniture + icon: + sprite: Structures/Decoration/Curtains/purple.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +- type: construction + id: CurtainsRed + name: red curtains + description: Hides what others shouldn't see. + graph: Curtains + startNode: start + targetNode: CurtainsRed + category: construction-category-furniture + icon: + sprite: Structures/Decoration/Curtains/red.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +- type: construction + id: CurtainsWhite + name: white curtains + description: Hides what others shouldn't see. + graph: Curtains + startNode: start + targetNode: CurtainsWhite + category: construction-category-furniture + icon: + sprite: Structures/Decoration/Curtains/white.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +- type: construction + id: Bookshelf + name: bookshelf + description: Mostly filled with books. + graph: Bookshelf + startNode: start + targetNode: bookshelf + category: construction-category-furniture + icon: + sprite: Structures/Furniture/bookshelf.rsi + state: base + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked diff --git a/Resources/Prototypes/Recipes/Construction/lighting.yml b/Resources/Prototypes/Recipes/Construction/lighting.yml index 289a29d55f..0533f70f1a 100644 --- a/Resources/Prototypes/Recipes/Construction/lighting.yml +++ b/Resources/Prototypes/Recipes/Construction/lighting.yml @@ -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 diff --git a/Resources/Prototypes/Recipes/Construction/machines.yml b/Resources/Prototypes/Recipes/Construction/machines.yml index c931771be3..4026d5c98a 100644 --- a/Resources/Prototypes/Recipes/Construction/machines.yml +++ b/Resources/Prototypes/Recipes/Construction/machines.yml @@ -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 diff --git a/Resources/Prototypes/Recipes/Construction/materials.yml b/Resources/Prototypes/Recipes/Construction/materials.yml index c44843e88e..d644538a45 100644 --- a/Resources/Prototypes/Recipes/Construction/materials.yml +++ b/Resources/Prototypes/Recipes/Construction/materials.yml @@ -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 \ No newline at end of file + +- 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 \ No newline at end of file diff --git a/Resources/Prototypes/Recipes/Construction/modular.yml b/Resources/Prototypes/Recipes/Construction/modular.yml index 79beee6910..affacb098b 100644 --- a/Resources/Prototypes/Recipes/Construction/modular.yml +++ b/Resources/Prototypes/Recipes/Construction/modular.yml @@ -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 diff --git a/Resources/Prototypes/Recipes/Construction/storage.yml b/Resources/Prototypes/Recipes/Construction/storage.yml index 7b4cbf52dc..41abf881b6 100644 --- a/Resources/Prototypes/Recipes/Construction/storage.yml +++ b/Resources/Prototypes/Recipes/Construction/storage.yml @@ -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 diff --git a/Resources/Prototypes/Recipes/Construction/structures.yml b/Resources/Prototypes/Recipes/Construction/structures.yml index 90e57fb204..963a289bab 100644 --- a/Resources/Prototypes/Recipes/Construction/structures.yml +++ b/Resources/Prototypes/Recipes/Construction/structures.yml @@ -1,56 +1,56 @@ -#- type: construction -# name: girder -# id: Girder -# graph: Girder -# startNode: start -# targetNode: girder -# category: construction-category-structures -# description: A large structural assembly made out of metal. -# icon: -# sprite: /Textures/Structures/Walls/solid.rsi -# state: wall_girder -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: reinforced girder -# id: ReinforcedGirder -# graph: Girder -# startNode: start -# targetNode: reinforcedGirder -# category: construction-category-structures -# description: A large structural assembly made out of metal and plasteel. -# icon: -# sprite: /Textures/Structures/Walls/solid.rsi -# state: reinforced_wall_girder -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: wall gear -# id: ClockworkGirder -# graph: ClockworkGirder -# startNode: start -# targetNode: clockGirder -# category: construction-category-structures -# description: A large gear with mounting brackets for additional plating. -# icon: -# sprite: /Textures/Structures/Walls/clock.rsi -# state: wall_gear -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked +- type: construction + name: girder + id: Girder + graph: Girder + startNode: start + targetNode: girder + category: construction-category-structures + description: A large structural assembly made out of metal. + icon: + sprite: /Textures/Structures/Walls/solid.rsi + state: wall_girder + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: reinforced girder + id: ReinforcedGirder + graph: Girder + startNode: start + targetNode: reinforcedGirder + category: construction-category-structures + description: A large structural assembly made out of metal and plasteel. + icon: + sprite: /Textures/Structures/Walls/solid.rsi + state: reinforced_wall_girder + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: wall gear + id: ClockworkGirder + graph: ClockworkGirder + startNode: start + targetNode: clockGirder + category: construction-category-structures + description: A large gear with mounting brackets for additional plating. + icon: + sprite: /Textures/Structures/Walls/clock.rsi + state: wall_gear + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked - type: construction name: wall @@ -70,239 +70,239 @@ conditions: - !type:TileNotBlocked -#- type: construction -# name: reinforced wall -# id: ReinforcedWall -# graph: Girder -# startNode: start -# targetNode: reinforcedWall -# category: construction-category-structures -# description: Keeps the air in and the greytide out. -# icon: -# sprite: Structures/Walls/solid.rsi -# state: rgeneric -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: clock wall -# id: WallClock -# graph: ClockworkGirder -# startNode: start -# targetNode: clockworkWall -# category: construction-category-structures -# description: Keeps the air in and the greytide out. -# icon: -# sprite: Structures/Walls/clock.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -## here -#- type: construction -# name: wood wall -# id: WoodWall -# graph: Girder -# startNode: start -# targetNode: woodWall -# category: construction-category-structures -# description: Keeps the air in and the greytide out. -# icon: -# sprite: Structures/Walls/wood.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: uranium wall -# id: UraniumWall -# graph: Girder -# startNode: start -# targetNode: uraniumWall -# category: construction-category-structures -# description: Keeps the air in and the greytide out. -# icon: -# sprite: Structures/Walls/uranium.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: silver wall -# id: SilverWall -# graph: Girder -# startNode: start -# targetNode: silverWall -# category: construction-category-structures -# description: Keeps the air in and the greytide out. -# icon: -# sprite: Structures/Walls/silver.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: plastic wall -# id: PlasticWall -# graph: Girder -# startNode: start -# targetNode: plasticWall -# category: construction-category-structures -# description: Keeps the air in and the greytide out. -# icon: -# sprite: Structures/Walls/plastic.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: plasma wall -# id: PlasmaWall -# graph: Girder -# startNode: start -# targetNode: plasmaWall -# category: construction-category-structures -# description: Keeps the air in and the greytide out. -# icon: -# sprite: Structures/Walls/plasma.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: gold wall -# id: GoldWall -# graph: Girder -# startNode: start -# targetNode: goldWall -# category: construction-category-structures -# description: Keeps the air in and the greytide out. -# icon: -# sprite: Structures/Walls/gold.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: shuttle wall -# id: ShuttleWall -# graph: Girder -# startNode: start -# targetNode: shuttleWall -# category: construction-category-structures -# description: Keeps the air in and the greytide out. -# icon: -# sprite: Structures/Walls/shuttle.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: interior shuttle wall -# id: InteriorShuttleWall -# graph: Girder -# startNode: start -# targetNode: shuttleInteriorWall -# category: construction-category-structures -# description: Keeps the air in and the greytide out. -# icon: -# sprite: Structures/Walls/shuttleinterior.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: diagonal shuttle wall -# id: DiagonalShuttleWall -# graph: Girder -# startNode: start -# targetNode: diagonalshuttleWall -# category: construction-category-structures -# description: Keeps the air in and the greytide out. -# icon: -# sprite: Structures/Walls/shuttle_diagonal.rsi -# state: state0 -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: true -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: bananium wall -# id: ClownWall -# graph: Girder -# startNode: start -# targetNode: bananiumWall -# category: construction-category-structures -# description: Keeps the air in and the greytide out. -# icon: -# sprite: Structures/Walls/clown.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: meat wall -# id: MeatWall -# graph: Girder -# startNode: start -# targetNode: meatWall -# category: construction-category-structures -# description: Sticky. -# icon: -# sprite: Structures/Walls/meat.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked +- type: construction + name: reinforced wall + id: ReinforcedWall + graph: Girder + startNode: start + targetNode: reinforcedWall + category: construction-category-structures + description: Keeps the air in and the greytide out. + icon: + sprite: Structures/Walls/solid.rsi + state: rgeneric + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: clock wall + id: WallClock + graph: ClockworkGirder + startNode: start + targetNode: clockworkWall + category: construction-category-structures + description: Keeps the air in and the greytide out. + icon: + sprite: Structures/Walls/clock.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked +# here +- type: construction + name: wood wall + id: WoodWall + graph: Girder + startNode: start + targetNode: woodWall + category: construction-category-structures + description: Keeps the air in and the greytide out. + icon: + sprite: Structures/Walls/wood.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: uranium wall + id: UraniumWall + graph: Girder + startNode: start + targetNode: uraniumWall + category: construction-category-structures + description: Keeps the air in and the greytide out. + icon: + sprite: Structures/Walls/uranium.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: silver wall + id: SilverWall + graph: Girder + startNode: start + targetNode: silverWall + category: construction-category-structures + description: Keeps the air in and the greytide out. + icon: + sprite: Structures/Walls/silver.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: plastic wall + id: PlasticWall + graph: Girder + startNode: start + targetNode: plasticWall + category: construction-category-structures + description: Keeps the air in and the greytide out. + icon: + sprite: Structures/Walls/plastic.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: plasma wall + id: PlasmaWall + graph: Girder + startNode: start + targetNode: plasmaWall + category: construction-category-structures + description: Keeps the air in and the greytide out. + icon: + sprite: Structures/Walls/plasma.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: gold wall + id: GoldWall + graph: Girder + startNode: start + targetNode: goldWall + category: construction-category-structures + description: Keeps the air in and the greytide out. + icon: + sprite: Structures/Walls/gold.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: shuttle wall + id: ShuttleWall + graph: Girder + startNode: start + targetNode: shuttleWall + category: construction-category-structures + description: Keeps the air in and the greytide out. + icon: + sprite: Structures/Walls/shuttle.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: interior shuttle wall + id: InteriorShuttleWall + graph: Girder + startNode: start + targetNode: shuttleInteriorWall + category: construction-category-structures + description: Keeps the air in and the greytide out. + icon: + sprite: Structures/Walls/shuttleinterior.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: diagonal shuttle wall + id: DiagonalShuttleWall + graph: Girder + startNode: start + targetNode: diagonalshuttleWall + category: construction-category-structures + description: Keeps the air in and the greytide out. + icon: + sprite: Structures/Walls/shuttle_diagonal.rsi + state: state0 + objectType: Structure + placementMode: SnapgridCenter + canRotate: true + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: bananium wall + id: ClownWall + graph: Girder + startNode: start + targetNode: bananiumWall + category: construction-category-structures + description: Keeps the air in and the greytide out. + icon: + sprite: Structures/Walls/clown.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: meat wall + id: MeatWall + graph: Girder + startNode: start + targetNode: meatWall + category: construction-category-structures + description: Sticky. + icon: + sprite: Structures/Walls/meat.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked - type: construction name: grille @@ -322,57 +322,57 @@ placementMode: SnapgridCenter canRotate: false -#- type: construction -# name: clockwork grille -# id: ClockGrille -# graph: ClockGrille -# startNode: start -# targetNode: clockGrille -# category: construction-category-structures -# description: A flimsy framework of iron rods assembled in traditional ratvarian fashion. -# conditions: -# - !type:TileNotBlocked -# failIfSpace: false -# icon: -# sprite: Structures/Walls/clockwork_grille.rsi -# state: ratvargrille -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# -#- type: construction -# name: diagonal grille -# id: GrilleDiagonal -# graph: GrilleDiagonal -# startNode: start -# targetNode: grilleDiagonal -# category: construction-category-structures -# description: A flimsy framework of iron rods. -# conditions: -# - !type:TileNotBlocked -# failIfSpace: false -# icon: -# sprite: Structures/Walls/grille.rsi -# state: grille_diagonal -# objectType: Structure -# placementMode: SnapgridCenter -# -#- type: construction -# name: diagonal clockwork grille -# id: ClockworkGrilleDiagonal -# graph: GrilleDiagonal -# startNode: start -# targetNode: clockworkGrilleDiagonal -# category: construction-category-structures -# description: A flimsy framework of iron rods assembled in traditional ratvarian fashion. -# conditions: -# - !type:TileNotBlocked -# failIfSpace: false -# icon: -# sprite: Structures/Walls/clockwork_grille.rsi -# state: ratvargrille_diagonal -# objectType: Structure -# placementMode: SnapgridCenter +- type: construction + name: clockwork grille + id: ClockGrille + graph: ClockGrille + startNode: start + targetNode: clockGrille + category: construction-category-structures + description: A flimsy framework of iron rods assembled in traditional ratvarian fashion. + conditions: + - !type:TileNotBlocked + failIfSpace: false + icon: + sprite: Structures/Walls/clockwork_grille.rsi + state: ratvargrille + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + +- type: construction + name: diagonal grille + id: GrilleDiagonal + graph: GrilleDiagonal + startNode: start + targetNode: grilleDiagonal + category: construction-category-structures + description: A flimsy framework of iron rods. + conditions: + - !type:TileNotBlocked + failIfSpace: false + icon: + sprite: Structures/Walls/grille.rsi + state: grille_diagonal + objectType: Structure + placementMode: SnapgridCenter + +- type: construction + name: diagonal clockwork grille + id: ClockworkGrilleDiagonal + graph: GrilleDiagonal + startNode: start + targetNode: clockworkGrilleDiagonal + category: construction-category-structures + description: A flimsy framework of iron rods assembled in traditional ratvarian fashion. + conditions: + - !type:TileNotBlocked + failIfSpace: false + icon: + sprite: Structures/Walls/clockwork_grille.rsi + state: ratvargrille_diagonal + objectType: Structure + placementMode: SnapgridCenter - type: construction name: window @@ -393,23 +393,23 @@ placementMode: SnapgridCenter canRotate: false -#- type: construction -# name: diagonal window -# id: WindowDiagonal -# graph: WindowDiagonal -# startNode: start -# targetNode: windowDiagonal -# category: construction-category-structures -# description: Clear. -# canBuildInImpassable: true -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/window_diagonal.rsi -# state: state1 -# objectType: Structure -# placementMode: SnapgridCenter +- type: construction + name: diagonal window + id: WindowDiagonal + graph: WindowDiagonal + startNode: start + targetNode: windowDiagonal + category: construction-category-structures + description: Clear. + canBuildInImpassable: true + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/window_diagonal.rsi + state: state1 + objectType: Structure + placementMode: SnapgridCenter - type: construction name: reinforced window @@ -430,1231 +430,1231 @@ placementMode: SnapgridCenter canRotate: false -#- type: construction -# name: diagonal reinforced window -# id: ReinforcedWindowDiagonal -# graph: WindowDiagonal -# startNode: start -# targetNode: reinforcedWindowDiagonal -# category: construction-category-structures -# description: Clear but tough. -# canBuildInImpassable: true -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/reinforced_window_diagonal.rsi -# state: state1 -# objectType: Structure -# placementMode: SnapgridCenter -# -#- type: construction -# name: tinted window -# id: TintedWindow -# graph: Window -# startNode: start -# targetNode: tintedWindow -# category: construction-category-structures -# description: Not clear but tough. -# canBuildInImpassable: true -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/tinted_window.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# -#- type: construction -# name: clockwork window -# id: ClockworkWindow -# graph: Window -# startNode: start -# targetNode: clockworkWindow -# category: construction-category-structures -# description: Clear and tough, with a golden tint. -# canBuildInImpassable: true -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/clockwork_window.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# -#- type: construction -# name: diagonal clockwork window -# id: ClockworkWindowDiagonal -# graph: WindowDiagonal -# startNode: start -# targetNode: clockworkWindowDiagonal -# category: construction-category-structures -# description: Clear and tough, with a golden tint. -# canBuildInImpassable: true -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/clockwork_diagonal.rsi -# state: state0 -# objectType: Structure -# placementMode: SnapgridCenter -# -#- type: construction -# name: plasma window -# id: PlasmaWindow -# graph: Window -# startNode: start -# targetNode: plasmaWindow -# category: construction-category-structures -# canBuildInImpassable: true -# description: Clear and even tougher, with a purple tint. -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/plasma_window.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# -#- type: construction -# name: reinforced plasma window -# id: ReinforcedPlasmaWindow -# graph: Window -# startNode: start -# targetNode: reinforcedPlasmaWindow -# category: construction-category-structures -# canBuildInImpassable: true -# description: Fire resistant and even tougher, with a purple tint. -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/reinforced_plasma_window.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# -#- type: construction -# name: shuttle window -# id: ShuttleWindow -# graph: Window -# startNode: start -# targetNode: shuttleWindow -# category: construction-category-structures -# canBuildInImpassable: true -# description: Extra sturdy to resist the pressure of FTL or sustain damage from munitions. -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/shuttle_window.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# -#- type: construction -# name: diagonal plasma window -# id: PlasmaWindowDiagonal -# graph: WindowDiagonal -# startNode: start -# targetNode: plasmaWindowDiagonal -# category: construction-category-structures -# canBuildInImpassable: true -# description: Clear and even tougher, with a purple tint. -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/plasma_diagonal.rsi -# state: state1 -# objectType: Structure -# placementMode: SnapgridCenter -# -#- type: construction -# name: diagonal reinforced plasma window -# id: ReinforcedPlasmaWindowDiagonal -# graph: WindowDiagonal -# startNode: start -# targetNode: reinforcedPlasmaWindowDiagonal -# category: construction-category-structures -# canBuildInImpassable: true -# description: Fire resistant and even tougher, with a purple tint. -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/reinforced_plasma_diagonal.rsi -# state: state1 -# objectType: Structure -# placementMode: SnapgridCenter -# -#- type: construction -# name: directional window -# id: WindowDirectional -# graph: WindowDirectional -# startNode: start -# targetNode: windowDirectional -# category: construction-category-structures -# description: Clear. -# canBuildInImpassable: true -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/directional.rsi -# state: window -# objectType: Structure -# placementMode: SnapgridCenter -# -#- type: construction -# name: directional reinforced window -# id: WindowReinforcedDirectional -# graph: WindowDirectional -# startNode: start -# targetNode: windowReinforcedDirectional -# category: construction-category-structures -# description: Clear but tough. -# canBuildInImpassable: true -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/directional.rsi -# state: reinforced_window -# objectType: Structure -# placementMode: SnapgridCenter -# -#- type: construction -# name: directional clockwork window -# id: WindowClockworkDirectional -# graph: WindowDirectional -# startNode: start -# targetNode: windowClockworkDirectional -# category: construction-category-structures -# description: Clear and tough, with a golden tint. -# canBuildInImpassable: true -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/directional.rsi -# state: clock_window -# objectType: Structure -# placementMode: SnapgridCenter -# -#- type: construction -# name: directional plasma window -# id: PlasmaWindowDirectional -# graph: WindowDirectional -# startNode: start -# targetNode: plasmaWindowDirectional -# category: construction-category-structures -# canBuildInImpassable: true -# description: Clear and even tougher, with a purple tint. -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/directional.rsi -# state: plasma_window -# objectType: Structure -# placementMode: SnapgridCenter -# -#- type: construction -# name: directional reinforced plasma window -# id: PlasmaReinforcedWindowDirectional -# graph: WindowDirectional -# startNode: start -# targetNode: plasmaReinforcedWindowDirectional -# category: construction-category-structures -# canBuildInImpassable: true -# description: Fire resistant and even tougher, with a purple tint. -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/directional.rsi -# state: plasma_reinforced_window -# objectType: Structure -# placementMode: SnapgridCenter -# -#- type: construction -# name: uranium window -# id: UraniumWindow -# graph: Window -# startNode: start -# targetNode: uraniumWindow -# category: construction-category-structures -# canBuildInImpassable: true -# description: Clear and much tougher than regular glass, with added RadAbsorb to protect you from deadly radiation. -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/uranium_window.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# -#- type: construction -# name: reinforced uranium window -# id: ReinforcedUraniumWindow -# graph: Window -# startNode: start -# targetNode: reinforcedUraniumWindow -# category: construction-category-structures -# canBuildInImpassable: true -# description: Clear and much tougher than regular glass, with added RadAbsorb to protect you from deadly radiation. -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/reinforced_uranium_window.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# -#- type: construction -# name: diagonal uranium window -# id: UraniumWindowDiagonal -# graph: WindowDiagonal -# startNode: start -# targetNode: uraniumWindowDiagonal -# category: construction-category-structures -# canBuildInImpassable: true -# description: Clear and much tougher than regular glass, with added RadAbsorb to protect you from deadly radiation. -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/uranium_window_diagonal.rsi -# state: state1 -# objectType: Structure -# placementMode: SnapgridCenter -# -#- type: construction -# name: diagonal reinforced uranium window -# id: ReinforcedUraniumWindowDiagonal -# graph: WindowDiagonal -# startNode: start -# targetNode: reinforcedUraniumWindowDiagonal -# category: construction-category-structures -# canBuildInImpassable: true -# description: Clear and much tougher than regular glass, with added RadAbsorb to protect you from deadly radiation. -# conditions: -# - !type:EmptyOrWindowValidInTile -# - !type:NoWindowsInTile -# icon: -# sprite: Structures/Windows/reinforced_uranium_diagonal.rsi -# state: state1 -# objectType: Structure -# placementMode: SnapgridCenter -# -#- type: construction -# name: firelock -# id: Firelock -# graph: Firelock -# startNode: start -# targetNode: Firelock -# category: construction-category-structures -# description: This is a firelock - it locks an area when a fire alarm in the area is triggered. Don't get squished! -# icon: -# sprite: Structures/Doors/Airlocks/Standard/firelock.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: glass firelock -# id: FirelockGlass -# graph: Firelock -# startNode: start -# targetNode: FirelockGlass -# category: construction-category-structures -# description: This is a firelock - it locks an area when a fire alarm in the area is triggered. Don't get squished! -# icon: -# sprite: Structures/Doors/Airlocks/Glass/firelock.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: shutter -# id: Shutters -# graph: Shutters -# startNode: start -# targetNode: Shutters -# category: construction-category-structures -# description: This is a shutter - connect it to a button to open and close it. -# icon: -# sprite: Structures/Doors/Shutters/shutters.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -#- type: construction -# name: glass shutter -# id: ShuttersWindow -# graph: Shutters -# startNode: start -# targetNode: ShuttersWindow -# category: construction-category-structures -# description: This is a shutter - connect it to a button to open and close it. -# icon: -# sprite: Structures/Doors/Shutters/shutters_window.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -#- type: construction -# name: radiation shutter -# id: ShuttersRadiation -# graph: Shutters -# startNode: start -# targetNode: ShuttersRadiation -# category: construction-category-structures -# description: This is a shutter - connect it to a button to open and close it. -# icon: -# sprite: Structures/Doors/Shutters/shutters_radiation.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -#- type: construction -# name: blast door -# id: BlastDoor -# graph: BlastDoor -# startNode: start -# targetNode: blastdoor -# category: construction-category-structures -# description: This one says 'BLAST DONGER'. -# icon: -# sprite: Structures/Doors/Shutters/blastdoor.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -#- type: construction -# name: catwalk -# id: Catwalk -# graph: Catwalk -# startNode: start -# targetNode: Catwalk -# category: construction-category-structures -# description: Just like a lattice. Except it looks better. -# conditions: -# - !type:TileNotBlocked -# failIfSpace: false -# - !type:TileType -# targets: -# - Lattice -# - Plating -# icon: -# sprite: Structures/catwalk.rsi -# state: catwalk_preview -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# -#- type: construction -# name: bananium floor -# id: FloorBananium -# graph: FloorBananium -# startNode: start -# targetNode: BananiumFloor -# category: construction-category-structures -# description: A slippery floor of bright yellow bananium. -# conditions: -# - !type:TileNotBlocked -# failIfSpace: false -# - !type:TileType -# targets: -# - Plating -# icon: -# sprite: Tiles/Misc/bananium.rsi -# state: bananium -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# -#- type: construction -# name: wooden barricade -# id: Barricade -# graph: Barricade -# startNode: start -# targetNode: barricadefull -# category: construction-category-structures -# description: An improvised barricade made out of wooden planks. -# icon: -# sprite: Structures/barricades.rsi -# state: barricade_full -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: wooden barricade -# id: BarricadeDirectional -# graph: BarricadeDirectional -# startNode: start -# targetNode: barricadefull -# category: construction-category-structures -# description: An improvised barricade made out of wooden planks. -# icon: -# sprite: Structures/barricades.rsi -# state: barricade_directional -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: railing -# id: Railing -# graph: Railing -# startNode: start -# targetNode: railing -# category: construction-category-structures -# description: Basic railing meant to protect idiots like you from falling. -# icon: -# sprite: Structures/Walls/railing.rsi -# state: side -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: railing corner -# id: RailingCorner -# graph: Railing -# startNode: start -# targetNode: railingCorner -# category: construction-category-structures -# description: Basic railing meant to protect idiots like you from falling. -# icon: -# sprite: Structures/Walls/railing.rsi -# state: corner -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: railing corner small -# id: RailingCornerSmall -# graph: Railing -# startNode: start -# targetNode: railingCornerSmall -# category: construction-category-structures -# description: Basic railing meant to protect idiots like you from falling. -# icon: -# sprite: Structures/Walls/railing.rsi -# state: corner_small -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: railing round -# id: RailingRound -# graph: Railing -# startNode: start -# targetNode: railingRound -# category: construction-category-structures -# description: Basic railing meant to protect idiots like you from falling. -# icon: -# sprite: Structures/Walls/railing.rsi -# state: round -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -## Chain link fencing -#- type: construction -# name: chain link fence -# id: FenceMetal -# graph: FenceMetal -# startNode: start -# targetNode: straight -# category: construction-category-structures -# description: Part of a chain link fence meant to cordon off areas. -# icon: -# sprite: Structures/Walls/fence.rsi -# state: straight -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: chain link fence corner -# id: FenceMetalCorner -# graph: FenceMetal -# startNode: start -# targetNode: corner -# category: construction-category-structures -# description: Part of a chain link fence meant to cordon off areas. -# icon: -# sprite: Structures/Walls/fence.rsi -# state: corner -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: chain link fence end-piece -# id: FenceMetalEnd -# graph: FenceMetal -# startNode: start -# targetNode: end -# category: construction-category-structures -# description: Part of a chain link fence meant to cordon off areas. -# icon: -# sprite: Structures/Walls/fence.rsi -# state: end -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: chain link fence gate -# id: FenceMetalGate -# graph: FenceMetal -# startNode: start -# targetNode: gate -# category: construction-category-structures -# description: An easy way to get through a chain link fence. -# icon: -# sprite: Structures/Walls/fence.rsi -# state: door_closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -##Wooden fence high -#- type: construction -# name: wooden high fence -# id: FenceWood -# graph: FenceWood -# startNode: start -# targetNode: straight -# category: construction-category-structures -# description: Part of a wooden fence meant to cordon off areas. -# icon: -# sprite: Structures/Walls/wooden_fence.rsi -# state: straight -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: wooden high fence end -# id: FenceWoodEnd -# graph: FenceWood -# startNode: start -# targetNode: end -# category: construction-category-structures -# description: Part of a wooden fence meant to cordon off areas. -# icon: -# sprite: Structures/Walls/wooden_fence.rsi -# state: end -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: wooden high fence corner -# id: FenceWoodCorner -# graph: FenceWood -# startNode: start -# targetNode: corner -# category: construction-category-structures -# description: Part of a wooden fence meant to cordon off areas. -# icon: -# sprite: Structures/Walls/wooden_fence.rsi -# state: corner -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: wooden high fence t-junction -# id: FenceWoodTJunction -# graph: FenceWood -# startNode: start -# targetNode: tjunction -# category: construction-category-structures -# description: Part of a wooden fence meant to cordon off areas. -# icon: -# sprite: Structures/Walls/wooden_fence.rsi -# state: tjunction -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: wooden high fence gate -# id: FenceWoodGate -# graph: FenceWood -# startNode: start -# targetNode: gate -# category: construction-category-structures -# description: Part of a wooden fence meant to cordon off areas. -# icon: -# sprite: Structures/Walls/wooden_fence.rsi -# state: door_closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -##Wooden fence small -#- type: construction -# name: wooden small fence -# id: FenceWoodSmall -# graph: FenceWood -# startNode: start -# targetNode: straight_small -# category: construction-category-structures -# description: Part of a wooden fence meant to cordon off areas. -# icon: -# sprite: Structures/Walls/wooden_fence.rsi -# state: straight_small -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: wooden small fence end -# id: FenceWoodEndSmall -# graph: FenceWood -# startNode: start -# targetNode: end_small -# category: construction-category-structures -# description: Part of a wooden fence meant to cordon off areas. -# icon: -# sprite: Structures/Walls/wooden_fence.rsi -# state: end_small -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: wooden small fence corner -# id: FenceWoodCornerSmall -# graph: FenceWood -# startNode: start -# targetNode: corner_small -# category: construction-category-structures -# description: Part of a wooden fence meant to cordon off areas. -# icon: -# sprite: Structures/Walls/wooden_fence.rsi -# state: corner_small -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: wooden small fence t-junction -# id: FenceWoodTJunctionSmall -# graph: FenceWood -# startNode: start -# targetNode: tjunction_small -# category: construction-category-structures -# description: Part of a wooden fence meant to cordon off areas. -# icon: -# sprite: Structures/Walls/wooden_fence.rsi -# state: tjunction_small -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: wooden small fence gate -# id: FenceWoodGateSmall -# graph: FenceWood -# startNode: start -# targetNode: gate_small -# category: construction-category-structures -# description: Part of a wooden fence meant to cordon off areas. -# icon: -# sprite: Structures/Walls/wooden_fence.rsi -# state: door_closed_small -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -##Airlocks -#- type: construction -# name: airlock -# id: Airlock -# graph: Airlock -# startNode: start -# targetNode: airlock -# category: construction-category-structures -# description: It opens, it closes, and maybe crushes you. -# icon: -# sprite: Structures/Doors/Airlocks/Standard/basic.rsi -# state: assembly -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: glass airlock -# id: AirlockGlass -# graph: Airlock -# startNode: start -# targetNode: glassAirlock -# category: construction-category-structures -# description: It opens, it closes, and maybe crushes you. -# icon: -# sprite: Structures/Doors/Airlocks/Glass/glass.rsi -# state: assembly -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: pinion airlock -# id: PinionAirlock -# graph: PinionAirlock -# startNode: start -# targetNode: airlock -# category: construction-category-structures -# description: It opens, it closes, and maybe crushes you. -# icon: -# sprite: Structures/Doors/Airlocks/Standard/clockwork_pinion.rsi -# state: assembly -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: glass pinion airlock -# id: PinionAirlockGlass -# graph: PinionAirlock -# startNode: start -# targetNode: glassAirlock -# category: construction-category-structures -# description: It opens, it closes, and maybe crushes you. -# icon: -# sprite: Structures/Doors/Airlocks/Glass/clockwork_pinion.rsi -# state: assembly -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: shuttle airlock -# id: AirlockShuttle -# graph: AirlockShuttle -# startNode: start -# targetNode: airlock -# category: construction-category-structures -# description: It opens, it closes, and maybe crushes you. Necessary for connecting two space craft together. -# icon: -# sprite: Structures/Doors/Airlocks/Glass/shuttle.rsi -# state: closed -# # state: assembly -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: glass shuttle airlock -# id: AirlockGlassShuttle -# graph: AirlockShuttle -# startNode: start -# targetNode: airlockGlass -# category: construction-category-structures -# description: It opens, it closes, and maybe crushes you. Necessary for connecting two space craft together. This one has a window. -# icon: -# sprite: Structures/Doors/Airlocks/Glass/shuttle.rsi -# state: closed -# # state: assembly -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: windoor -# id: Windoor -# graph: Windoor -# startNode: start -# targetNode: windoor -# category: construction-category-structures -# description: It opens, it closes, and you can see through it! And it can be made of Plasma, Uranium, or normal Glass! -# icon: -# sprite: Structures/Doors/Windoors/windoor.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: secure windoor -# id: SecureWindoor -# graph: Windoor -# startNode: start -# targetNode: windoorSecure -# category: construction-category-structures -# description: It's tough, it's a door, and you can see through it! And it can be made of Plasma, Uranium, or normal Glass! -# icon: -# sprite: Structures/Doors/Windoors/windoor.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: clockwork windoor -# id: ClockworkWindoor -# graph: Windoor -# startNode: start -# targetNode: windoorClockwork -# category: construction-category-structures -# description: It opens, it closes, and you can see through it! This one looks tough. -# icon: -# sprite: Structures/Doors/Windoors/clockwork_windoor.rsi -# state: closed -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -##lighting -#- type: construction -# name: wall light -# id: LightTubeFixture -# graph: LightFixture -# startNode: start -# targetNode: tubeLight -# category: construction-category-structures -# description: A wall light fixture. Use light tubes. -# icon: -# sprite: Structures/Wallmounts/Lighting/light_tube.rsi -# state: base -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: true -# canBuildInImpassable: false -# conditions: -# # Need an *additional* condition here that forces there to be a wall in the opposite direction to the one used for placement. -# # Also see below. Didn't add it b/c construction ECS work going on. Cheers, - 20kdc -# - !type:TileNotBlocked -# -#- type: construction -# name: small wall light -# id: LightSmallFixture -# graph: LightFixture -# startNode: start -# targetNode: bulbLight -# category: construction-category-structures -# description: A wall light fixture. Use light bulbs. -# icon: -# sprite: Structures/Wallmounts/Lighting/light_small.rsi -# state: base -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: true -# canBuildInImpassable: false -# conditions: -# # Same here. - 20kdc -# - !type:TileNotBlocked -# -#- type: construction -# name: ground light post -# id: LightGroundFixture -# graph: LightFixture -# startNode: start -# targetNode: groundLight -# category: construction-category-structures -# description: A ground light fixture. Use light bulbs. -# icon: -# sprite: Structures/Lighting/LightPosts/small_light_post.rsi -# state: base -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -##conveyor -#- type: construction -# name: conveyor belt -# id: ConveyorBelt -# graph: ConveyorGraph -# startNode: start -# targetNode: entity -# category: construction-category-structures -# description: A conveyor belt, commonly used to transport large numbers of items elsewhere quite quickly. -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/conveyor.rsi -# state: conveyor_stopped_cw -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: metal door -# id: MetalDoor -# graph: DoorGraph -# startNode: start -# targetNode: metalDoor -# category: construction-category-structures -# description: A primitive door with manual operation like the cavemen used. -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Doors/MineralDoors/metal_door.rsi -# state: closed -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: wooden door -# id: WoodDoor -# graph: DoorGraph -# startNode: start -# targetNode: woodDoor -# category: construction-category-structures -# description: A primitive door with manual operation like the cavemen used. -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Doors/MineralDoors/wood_door.rsi -# state: closed -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: plasma door -# id: PlasmaDoor -# graph: DoorGraph -# startNode: start -# targetNode: plasmaDoor -# category: construction-category-structures -# description: A primitive door with manual operation like the cavemen used. -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Doors/MineralDoors/plasma_door.rsi -# state: closed -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: gold door -# id: GoldDoor -# graph: DoorGraph -# startNode: start -# targetNode: goldDoor -# category: construction-category-structures -# description: A primitive door with manual operation like the cavemen used. -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Doors/MineralDoors/gold_door.rsi -# state: closed -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: silver door -# id: SilverDoor -# graph: DoorGraph -# startNode: start -# targetNode: silverDoor -# category: construction-category-structures -# description: A primitive door with manual operation like the cavemen used. -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Doors/MineralDoors/silver_door.rsi -# state: closed -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: paper door -# id: PaperDoor -# graph: DoorGraph -# startNode: start -# targetNode: paperDoor -# category: construction-category-structures -# description: A primitive door with manual operation like the cavemen used. -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Doors/MineralDoors/paper_door.rsi -# state: closed -# -#- type: construction -# name: plastic flaps -# id: PlasticFlapsClear -# graph: PlasticFlapsGraph -# startNode: start -# targetNode: plasticFlaps -# category: construction-category-structures -# placementMode: SnapgridCenter -# description: A plastic flap to let items through and keep people out. -# objectType: Structure -# canBuildInImpassable: false -# icon: -# sprite: Structures/plastic_flaps.rsi -# state: plasticflaps -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: bananium clown statue -# id: BananiumClownStatue -# graph: BananiumStatueClown -# startNode: start -# targetNode: bananiumStatue -# category: construction-category-structures -# placementMode: SnapgridCenter -# description: A clown statue made from bananium. -# objectType: Structure -# canBuildInImpassable: false -# icon: -# sprite: Structures/Decoration/statues.rsi -# state: bananium_clown -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: bananium door -# id: BananiumDoor -# graph: DoorGraph -# startNode: start -# targetNode: bananiumDoor -# category: construction-category-structures -# description: A primitive door made from bananium, it honks. -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Doors/MineralDoors/bananium_door.rsi -# state: closed -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: bananium altar -# id: BananiumAltar -# graph: BananiumAltarGraph -# startNode: start -# targetNode: bananiumAltar -# category: construction-category-structures -# description: An altar to worship the honkmother with. -# icon: -# sprite: Structures/Furniture/Altars/Cults/bananium.rsi -# state: full -# objectType: Structure -# placementMode: SnapgridCenter -# canRotate: false -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# -#- type: construction -# name: solid secret door -# id: SolidSecretDoor -# graph: SecretDoor -# startNode: start -# targetNode: solidSecretDoor -# category: construction-category-structures -# description: A secret door for the wall. -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Doors/secret_door.rsi -# state: closed -# conditions: -# - !type:TileNotBlocked +- type: construction + name: diagonal reinforced window + id: ReinforcedWindowDiagonal + graph: WindowDiagonal + startNode: start + targetNode: reinforcedWindowDiagonal + category: construction-category-structures + description: Clear but tough. + canBuildInImpassable: true + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/reinforced_window_diagonal.rsi + state: state1 + objectType: Structure + placementMode: SnapgridCenter + +- type: construction + name: tinted window + id: TintedWindow + graph: Window + startNode: start + targetNode: tintedWindow + category: construction-category-structures + description: Not clear but tough. + canBuildInImpassable: true + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/tinted_window.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + +- type: construction + name: clockwork window + id: ClockworkWindow + graph: Window + startNode: start + targetNode: clockworkWindow + category: construction-category-structures + description: Clear and tough, with a golden tint. + canBuildInImpassable: true + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/clockwork_window.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + +- type: construction + name: diagonal clockwork window + id: ClockworkWindowDiagonal + graph: WindowDiagonal + startNode: start + targetNode: clockworkWindowDiagonal + category: construction-category-structures + description: Clear and tough, with a golden tint. + canBuildInImpassable: true + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/clockwork_diagonal.rsi + state: state0 + objectType: Structure + placementMode: SnapgridCenter + +- type: construction + name: plasma window + id: PlasmaWindow + graph: Window + startNode: start + targetNode: plasmaWindow + category: construction-category-structures + canBuildInImpassable: true + description: Clear and even tougher, with a purple tint. + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/plasma_window.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + +- type: construction + name: reinforced plasma window + id: ReinforcedPlasmaWindow + graph: Window + startNode: start + targetNode: reinforcedPlasmaWindow + category: construction-category-structures + canBuildInImpassable: true + description: Fire resistant and even tougher, with a purple tint. + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/reinforced_plasma_window.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + +- type: construction + name: shuttle window + id: ShuttleWindow + graph: Window + startNode: start + targetNode: shuttleWindow + category: construction-category-structures + canBuildInImpassable: true + description: Extra sturdy to resist the pressure of FTL or sustain damage from munitions. + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/shuttle_window.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + +- type: construction + name: diagonal plasma window + id: PlasmaWindowDiagonal + graph: WindowDiagonal + startNode: start + targetNode: plasmaWindowDiagonal + category: construction-category-structures + canBuildInImpassable: true + description: Clear and even tougher, with a purple tint. + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/plasma_diagonal.rsi + state: state1 + objectType: Structure + placementMode: SnapgridCenter + +- type: construction + name: diagonal reinforced plasma window + id: ReinforcedPlasmaWindowDiagonal + graph: WindowDiagonal + startNode: start + targetNode: reinforcedPlasmaWindowDiagonal + category: construction-category-structures + canBuildInImpassable: true + description: Fire resistant and even tougher, with a purple tint. + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/reinforced_plasma_diagonal.rsi + state: state1 + objectType: Structure + placementMode: SnapgridCenter + +- type: construction + name: directional window + id: WindowDirectional + graph: WindowDirectional + startNode: start + targetNode: windowDirectional + category: construction-category-structures + description: Clear. + canBuildInImpassable: true + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/directional.rsi + state: window + objectType: Structure + placementMode: SnapgridCenter + +- type: construction + name: directional reinforced window + id: WindowReinforcedDirectional + graph: WindowDirectional + startNode: start + targetNode: windowReinforcedDirectional + category: construction-category-structures + description: Clear but tough. + canBuildInImpassable: true + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/directional.rsi + state: reinforced_window + objectType: Structure + placementMode: SnapgridCenter + +- type: construction + name: directional clockwork window + id: WindowClockworkDirectional + graph: WindowDirectional + startNode: start + targetNode: windowClockworkDirectional + category: construction-category-structures + description: Clear and tough, with a golden tint. + canBuildInImpassable: true + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/directional.rsi + state: clock_window + objectType: Structure + placementMode: SnapgridCenter + +- type: construction + name: directional plasma window + id: PlasmaWindowDirectional + graph: WindowDirectional + startNode: start + targetNode: plasmaWindowDirectional + category: construction-category-structures + canBuildInImpassable: true + description: Clear and even tougher, with a purple tint. + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/directional.rsi + state: plasma_window + objectType: Structure + placementMode: SnapgridCenter + +- type: construction + name: directional reinforced plasma window + id: PlasmaReinforcedWindowDirectional + graph: WindowDirectional + startNode: start + targetNode: plasmaReinforcedWindowDirectional + category: construction-category-structures + canBuildInImpassable: true + description: Fire resistant and even tougher, with a purple tint. + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/directional.rsi + state: plasma_reinforced_window + objectType: Structure + placementMode: SnapgridCenter + +- type: construction + name: uranium window + id: UraniumWindow + graph: Window + startNode: start + targetNode: uraniumWindow + category: construction-category-structures + canBuildInImpassable: true + description: Clear and much tougher than regular glass, with added RadAbsorb to protect you from deadly radiation. + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/uranium_window.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + +- type: construction + name: reinforced uranium window + id: ReinforcedUraniumWindow + graph: Window + startNode: start + targetNode: reinforcedUraniumWindow + category: construction-category-structures + canBuildInImpassable: true + description: Clear and much tougher than regular glass, with added RadAbsorb to protect you from deadly radiation. + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/reinforced_uranium_window.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + +- type: construction + name: diagonal uranium window + id: UraniumWindowDiagonal + graph: WindowDiagonal + startNode: start + targetNode: uraniumWindowDiagonal + category: construction-category-structures + canBuildInImpassable: true + description: Clear and much tougher than regular glass, with added RadAbsorb to protect you from deadly radiation. + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/uranium_window_diagonal.rsi + state: state1 + objectType: Structure + placementMode: SnapgridCenter + +- type: construction + name: diagonal reinforced uranium window + id: ReinforcedUraniumWindowDiagonal + graph: WindowDiagonal + startNode: start + targetNode: reinforcedUraniumWindowDiagonal + category: construction-category-structures + canBuildInImpassable: true + description: Clear and much tougher than regular glass, with added RadAbsorb to protect you from deadly radiation. + conditions: + - !type:EmptyOrWindowValidInTile + - !type:NoWindowsInTile + icon: + sprite: Structures/Windows/reinforced_uranium_diagonal.rsi + state: state1 + objectType: Structure + placementMode: SnapgridCenter + +- type: construction + name: firelock + id: Firelock + graph: Firelock + startNode: start + targetNode: Firelock + category: construction-category-structures + description: This is a firelock - it locks an area when a fire alarm in the area is triggered. Don't get squished! + icon: + sprite: Structures/Doors/Airlocks/Standard/firelock.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: glass firelock + id: FirelockGlass + graph: Firelock + startNode: start + targetNode: FirelockGlass + category: construction-category-structures + description: This is a firelock - it locks an area when a fire alarm in the area is triggered. Don't get squished! + icon: + sprite: Structures/Doors/Airlocks/Glass/firelock.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: shutter + id: Shutters + graph: Shutters + startNode: start + targetNode: Shutters + category: construction-category-structures + description: This is a shutter - connect it to a button to open and close it. + icon: + sprite: Structures/Doors/Shutters/shutters.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +- type: construction + name: glass shutter + id: ShuttersWindow + graph: Shutters + startNode: start + targetNode: ShuttersWindow + category: construction-category-structures + description: This is a shutter - connect it to a button to open and close it. + icon: + sprite: Structures/Doors/Shutters/shutters_window.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +- type: construction + name: radiation shutter + id: ShuttersRadiation + graph: Shutters + startNode: start + targetNode: ShuttersRadiation + category: construction-category-structures + description: This is a shutter - connect it to a button to open and close it. + icon: + sprite: Structures/Doors/Shutters/shutters_radiation.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +- type: construction + name: blast door + id: BlastDoor + graph: BlastDoor + startNode: start + targetNode: blastdoor + category: construction-category-structures + description: This one says 'BLAST DONGER'. + icon: + sprite: Structures/Doors/Shutters/blastdoor.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +- type: construction + name: catwalk + id: Catwalk + graph: Catwalk + startNode: start + targetNode: Catwalk + category: construction-category-structures + description: Just like a lattice. Except it looks better. + conditions: + - !type:TileNotBlocked + failIfSpace: false + - !type:TileType + targets: + - Lattice + - Plating + icon: + sprite: Structures/catwalk.rsi + state: catwalk_preview + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + +- type: construction + name: bananium floor + id: FloorBananium + graph: FloorBananium + startNode: start + targetNode: BananiumFloor + category: construction-category-structures + description: A slippery floor of bright yellow bananium. + conditions: + - !type:TileNotBlocked + failIfSpace: false + - !type:TileType + targets: + - Plating + icon: + sprite: Tiles/Misc/bananium.rsi + state: bananium + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + +- type: construction + name: wooden barricade + id: Barricade + graph: Barricade + startNode: start + targetNode: barricadefull + category: construction-category-structures + description: An improvised barricade made out of wooden planks. + icon: + sprite: Structures/barricades.rsi + state: barricade_full + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: wooden barricade + id: BarricadeDirectional + graph: BarricadeDirectional + startNode: start + targetNode: barricadefull + category: construction-category-structures + description: An improvised barricade made out of wooden planks. + icon: + sprite: Structures/barricades.rsi + state: barricade_directional + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: railing + id: Railing + graph: Railing + startNode: start + targetNode: railing + category: construction-category-structures + description: Basic railing meant to protect idiots like you from falling. + icon: + sprite: Structures/Walls/railing.rsi + state: side + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: railing corner + id: RailingCorner + graph: Railing + startNode: start + targetNode: railingCorner + category: construction-category-structures + description: Basic railing meant to protect idiots like you from falling. + icon: + sprite: Structures/Walls/railing.rsi + state: corner + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: railing corner small + id: RailingCornerSmall + graph: Railing + startNode: start + targetNode: railingCornerSmall + category: construction-category-structures + description: Basic railing meant to protect idiots like you from falling. + icon: + sprite: Structures/Walls/railing.rsi + state: corner_small + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: railing round + id: RailingRound + graph: Railing + startNode: start + targetNode: railingRound + category: construction-category-structures + description: Basic railing meant to protect idiots like you from falling. + icon: + sprite: Structures/Walls/railing.rsi + state: round + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +# Chain link fencing +- type: construction + name: chain link fence + id: FenceMetal + graph: FenceMetal + startNode: start + targetNode: straight + category: construction-category-structures + description: Part of a chain link fence meant to cordon off areas. + icon: + sprite: Structures/Walls/fence.rsi + state: straight + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: chain link fence corner + id: FenceMetalCorner + graph: FenceMetal + startNode: start + targetNode: corner + category: construction-category-structures + description: Part of a chain link fence meant to cordon off areas. + icon: + sprite: Structures/Walls/fence.rsi + state: corner + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: chain link fence end-piece + id: FenceMetalEnd + graph: FenceMetal + startNode: start + targetNode: end + category: construction-category-structures + description: Part of a chain link fence meant to cordon off areas. + icon: + sprite: Structures/Walls/fence.rsi + state: end + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: chain link fence gate + id: FenceMetalGate + graph: FenceMetal + startNode: start + targetNode: gate + category: construction-category-structures + description: An easy way to get through a chain link fence. + icon: + sprite: Structures/Walls/fence.rsi + state: door_closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +#Wooden fence high +- type: construction + name: wooden high fence + id: FenceWood + graph: FenceWood + startNode: start + targetNode: straight + category: construction-category-structures + description: Part of a wooden fence meant to cordon off areas. + icon: + sprite: Structures/Walls/wooden_fence.rsi + state: straight + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: wooden high fence end + id: FenceWoodEnd + graph: FenceWood + startNode: start + targetNode: end + category: construction-category-structures + description: Part of a wooden fence meant to cordon off areas. + icon: + sprite: Structures/Walls/wooden_fence.rsi + state: end + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: wooden high fence corner + id: FenceWoodCorner + graph: FenceWood + startNode: start + targetNode: corner + category: construction-category-structures + description: Part of a wooden fence meant to cordon off areas. + icon: + sprite: Structures/Walls/wooden_fence.rsi + state: corner + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: wooden high fence t-junction + id: FenceWoodTJunction + graph: FenceWood + startNode: start + targetNode: tjunction + category: construction-category-structures + description: Part of a wooden fence meant to cordon off areas. + icon: + sprite: Structures/Walls/wooden_fence.rsi + state: tjunction + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: wooden high fence gate + id: FenceWoodGate + graph: FenceWood + startNode: start + targetNode: gate + category: construction-category-structures + description: Part of a wooden fence meant to cordon off areas. + icon: + sprite: Structures/Walls/wooden_fence.rsi + state: door_closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +#Wooden fence small +- type: construction + name: wooden small fence + id: FenceWoodSmall + graph: FenceWood + startNode: start + targetNode: straight_small + category: construction-category-structures + description: Part of a wooden fence meant to cordon off areas. + icon: + sprite: Structures/Walls/wooden_fence.rsi + state: straight_small + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: wooden small fence end + id: FenceWoodEndSmall + graph: FenceWood + startNode: start + targetNode: end_small + category: construction-category-structures + description: Part of a wooden fence meant to cordon off areas. + icon: + sprite: Structures/Walls/wooden_fence.rsi + state: end_small + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: wooden small fence corner + id: FenceWoodCornerSmall + graph: FenceWood + startNode: start + targetNode: corner_small + category: construction-category-structures + description: Part of a wooden fence meant to cordon off areas. + icon: + sprite: Structures/Walls/wooden_fence.rsi + state: corner_small + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: wooden small fence t-junction + id: FenceWoodTJunctionSmall + graph: FenceWood + startNode: start + targetNode: tjunction_small + category: construction-category-structures + description: Part of a wooden fence meant to cordon off areas. + icon: + sprite: Structures/Walls/wooden_fence.rsi + state: tjunction_small + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: wooden small fence gate + id: FenceWoodGateSmall + graph: FenceWood + startNode: start + targetNode: gate_small + category: construction-category-structures + description: Part of a wooden fence meant to cordon off areas. + icon: + sprite: Structures/Walls/wooden_fence.rsi + state: door_closed_small + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +#Airlocks +- type: construction + name: airlock + id: Airlock + graph: Airlock + startNode: start + targetNode: airlock + category: construction-category-structures + description: It opens, it closes, and maybe crushes you. + icon: + sprite: Structures/Doors/Airlocks/Standard/basic.rsi + state: assembly + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: glass airlock + id: AirlockGlass + graph: Airlock + startNode: start + targetNode: glassAirlock + category: construction-category-structures + description: It opens, it closes, and maybe crushes you. + icon: + sprite: Structures/Doors/Airlocks/Glass/glass.rsi + state: assembly + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: pinion airlock + id: PinionAirlock + graph: PinionAirlock + startNode: start + targetNode: airlock + category: construction-category-structures + description: It opens, it closes, and maybe crushes you. + icon: + sprite: Structures/Doors/Airlocks/Standard/clockwork_pinion.rsi + state: assembly + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: glass pinion airlock + id: PinionAirlockGlass + graph: PinionAirlock + startNode: start + targetNode: glassAirlock + category: construction-category-structures + description: It opens, it closes, and maybe crushes you. + icon: + sprite: Structures/Doors/Airlocks/Glass/clockwork_pinion.rsi + state: assembly + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: shuttle airlock + id: AirlockShuttle + graph: AirlockShuttle + startNode: start + targetNode: airlock + category: construction-category-structures + description: It opens, it closes, and maybe crushes you. Necessary for connecting two space craft together. + icon: + sprite: Structures/Doors/Airlocks/Glass/shuttle.rsi + state: closed + # state: assembly + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: glass shuttle airlock + id: AirlockGlassShuttle + graph: AirlockShuttle + startNode: start + targetNode: airlockGlass + category: construction-category-structures + description: It opens, it closes, and maybe crushes you. Necessary for connecting two space craft together. This one has a window. + icon: + sprite: Structures/Doors/Airlocks/Glass/shuttle.rsi + state: closed + # state: assembly + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: windoor + id: Windoor + graph: Windoor + startNode: start + targetNode: windoor + category: construction-category-structures + description: It opens, it closes, and you can see through it! And it can be made of Plasma, Uranium, or normal Glass! + icon: + sprite: Structures/Doors/Windoors/windoor.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: secure windoor + id: SecureWindoor + graph: Windoor + startNode: start + targetNode: windoorSecure + category: construction-category-structures + description: It's tough, it's a door, and you can see through it! And it can be made of Plasma, Uranium, or normal Glass! + icon: + sprite: Structures/Doors/Windoors/windoor.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: clockwork windoor + id: ClockworkWindoor + graph: Windoor + startNode: start + targetNode: windoorClockwork + category: construction-category-structures + description: It opens, it closes, and you can see through it! This one looks tough. + icon: + sprite: Structures/Doors/Windoors/clockwork_windoor.rsi + state: closed + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +#lighting +- type: construction + name: wall light + id: LightTubeFixture + graph: LightFixture + startNode: start + targetNode: tubeLight + category: construction-category-structures + description: A wall light fixture. Use light tubes. + icon: + sprite: Structures/Wallmounts/Lighting/light_tube.rsi + state: base + objectType: Structure + placementMode: SnapgridCenter + canRotate: true + canBuildInImpassable: false + conditions: + # Need an *additional* condition here that forces there to be a wall in the opposite direction to the one used for placement. + # Also see below. Didn't add it b/c construction ECS work going on. Cheers, - 20kdc + - !type:TileNotBlocked + +- type: construction + name: small wall light + id: LightSmallFixture + graph: LightFixture + startNode: start + targetNode: bulbLight + category: construction-category-structures + description: A wall light fixture. Use light bulbs. + icon: + sprite: Structures/Wallmounts/Lighting/light_small.rsi + state: base + objectType: Structure + placementMode: SnapgridCenter + canRotate: true + canBuildInImpassable: false + conditions: + # Same here. - 20kdc + - !type:TileNotBlocked + +- type: construction + name: ground light post + id: LightGroundFixture + graph: LightFixture + startNode: start + targetNode: groundLight + category: construction-category-structures + description: A ground light fixture. Use light bulbs. + icon: + sprite: Structures/Lighting/LightPosts/small_light_post.rsi + state: base + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +#conveyor +- type: construction + name: conveyor belt + id: ConveyorBelt + graph: ConveyorGraph + startNode: start + targetNode: entity + category: construction-category-structures + description: A conveyor belt, commonly used to transport large numbers of items elsewhere quite quickly. + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/conveyor.rsi + state: conveyor_stopped_cw + conditions: + - !type:TileNotBlocked + +- type: construction + name: metal door + id: MetalDoor + graph: DoorGraph + startNode: start + targetNode: metalDoor + category: construction-category-structures + description: A primitive door with manual operation like the cavemen used. + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Doors/MineralDoors/metal_door.rsi + state: closed + conditions: + - !type:TileNotBlocked + +- type: construction + name: wooden door + id: WoodDoor + graph: DoorGraph + startNode: start + targetNode: woodDoor + category: construction-category-structures + description: A primitive door with manual operation like the cavemen used. + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Doors/MineralDoors/wood_door.rsi + state: closed + conditions: + - !type:TileNotBlocked + +- type: construction + name: plasma door + id: PlasmaDoor + graph: DoorGraph + startNode: start + targetNode: plasmaDoor + category: construction-category-structures + description: A primitive door with manual operation like the cavemen used. + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Doors/MineralDoors/plasma_door.rsi + state: closed + conditions: + - !type:TileNotBlocked + +- type: construction + name: gold door + id: GoldDoor + graph: DoorGraph + startNode: start + targetNode: goldDoor + category: construction-category-structures + description: A primitive door with manual operation like the cavemen used. + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Doors/MineralDoors/gold_door.rsi + state: closed + conditions: + - !type:TileNotBlocked + +- type: construction + name: silver door + id: SilverDoor + graph: DoorGraph + startNode: start + targetNode: silverDoor + category: construction-category-structures + description: A primitive door with manual operation like the cavemen used. + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Doors/MineralDoors/silver_door.rsi + state: closed + conditions: + - !type:TileNotBlocked + +- type: construction + name: paper door + id: PaperDoor + graph: DoorGraph + startNode: start + targetNode: paperDoor + category: construction-category-structures + description: A primitive door with manual operation like the cavemen used. + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Doors/MineralDoors/paper_door.rsi + state: closed + +- type: construction + name: plastic flaps + id: PlasticFlapsClear + graph: PlasticFlapsGraph + startNode: start + targetNode: plasticFlaps + category: construction-category-structures + placementMode: SnapgridCenter + description: A plastic flap to let items through and keep people out. + objectType: Structure + canBuildInImpassable: false + icon: + sprite: Structures/plastic_flaps.rsi + state: plasticflaps + conditions: + - !type:TileNotBlocked + +- type: construction + name: bananium clown statue + id: BananiumClownStatue + graph: BananiumStatueClown + startNode: start + targetNode: bananiumStatue + category: construction-category-structures + placementMode: SnapgridCenter + description: A clown statue made from bananium. + objectType: Structure + canBuildInImpassable: false + icon: + sprite: Structures/Decoration/statues.rsi + state: bananium_clown + conditions: + - !type:TileNotBlocked + +- type: construction + name: bananium door + id: BananiumDoor + graph: DoorGraph + startNode: start + targetNode: bananiumDoor + category: construction-category-structures + description: A primitive door made from bananium, it honks. + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Doors/MineralDoors/bananium_door.rsi + state: closed + conditions: + - !type:TileNotBlocked + +- type: construction + name: bananium altar + id: BananiumAltar + graph: BananiumAltarGraph + startNode: start + targetNode: bananiumAltar + category: construction-category-structures + description: An altar to worship the honkmother with. + icon: + sprite: Structures/Furniture/Altars/Cults/bananium.rsi + state: full + objectType: Structure + placementMode: SnapgridCenter + canRotate: false + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: solid secret door + id: SolidSecretDoor + graph: SecretDoor + startNode: start + targetNode: solidSecretDoor + category: construction-category-structures + description: A secret door for the wall. + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Doors/secret_door.rsi + state: closed + conditions: + - !type:TileNotBlocked diff --git a/Resources/Prototypes/Recipes/Construction/tools.yml b/Resources/Prototypes/Recipes/Construction/tools.yml index a8487d7030..a6d9e33f4c 100644 --- a/Resources/Prototypes/Recipes/Construction/tools.yml +++ b/Resources/Prototypes/Recipes/Construction/tools.yml @@ -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 diff --git a/Resources/Prototypes/Recipes/Construction/utilities.yml b/Resources/Prototypes/Recipes/Construction/utilities.yml index fe84db10de..1647e98bce 100644 --- a/Resources/Prototypes/Recipes/Construction/utilities.yml +++ b/Resources/Prototypes/Recipes/Construction/utilities.yml @@ -1,861 +1,861 @@ # SURVEILLANCE -#- type: construction -# name: camera -# id: camera -# graph: SurveillanceCamera -# startNode: start -# targetNode: camera -# category: construction-category-utilities -# description: "Surveillance camera. It's watching. Soon." -# icon: -# sprite: Structures/Wallmounts/camera.rsi -# state: camera -# objectType: Structure -# placementMode: SnapgridCenter -# -#- type: construction -# name: telescreen -# id: WallmountTelescreen -# graph: WallmountTelescreen -# startNode: start -# targetNode: Telescreen -# category: construction-category-utilities -# description: "A surveillance camera monitor for the wall." -# icon: -# sprite: Structures/Machines/computers.rsi -# state: telescreen_frame -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -#- type: construction -# name: station map -# id: StationMap -# graph: StationMap -# startNode: start -# targetNode: station_map -# category: construction-category-structures -# description: A station map. -# icon: -# sprite: Structures/Machines/station_map.rsi -# state: station_map0 -# placementMode: SnapgridCenter -# objectType: Structure -# canRotate: true -# canBuildInImpassable: true -# conditions: -# - !type:WallmountCondition {} -# -## POWER -#- type: construction -# name: APC -# id: APC -# graph: APC -# startNode: start -# targetNode: apc -# category: construction-category-utilities -# description: "Area Power Controller (APC). Controls power. In an area." -# icon: -# sprite: Structures/Power/apc.rsi -# state: base -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -#- type: construction -# name: solar assembly -# id: SolarPanel -# graph: SolarPanel -# startNode: start -# targetNode: solarpanel -# category: construction-category-utilities -# description: "Can be turned into a solar panel or solar tracker." -# icon: -# sprite: Structures/Power/Generation/solar_panel.rsi -# state: solar_assembly -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# conditions: -# - !type:TileNotBlocked -# failIfSpace: false -# -#- type: construction -# name: cable terminal -# id: CableTerminal -# graph: CableTerminal -# startNode: start -# targetNode: cable_terminal -# category: construction-category-utilities -# description: "Input of devices such as the SMES. The red cables needs to face the device." -# icon: -# sprite: Structures/Power/cable_terminal.rsi -# state: term -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# -#- type: construction -# name: wallmount substation -# id: WallmountSubstation -# graph: WallmountSubstation -# startNode: start -# targetNode: substation -# category: construction-category-utilities -# description: "A wallmount substation for compact spaces. Make sure to place cable underneath before building the wall." -# icon: -# sprite: Structures/Power/substation.rsi -# state: substation_wall -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -#- type: construction -# name: wallmount generator -# id: WallmountGenerator -# graph: WallmountGenerator -# startNode: start -# targetNode: generator -# category: construction-category-utilities -# description: "A wallmount generator for compact spaces. Make sure to place cable underneath before building the wall." -# icon: -# sprite: Structures/Power/Generation/wallmount_generator.rsi -# state: panel -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -#- type: construction -# name: wallmount APU -# id: WallmountGeneratorAPU -# graph: WallmountGenerator -# startNode: start -# targetNode: APU -# category: construction-category-utilities -# description: "A wallmount APU for compact shuttles. Make sure to place cable underneath before building the wall." -# icon: -# sprite: Structures/Power/Generation/wallmount_generator.rsi -# state: panel -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# -## DISPOSALS -#- type: construction -# name: disposal unit -# description: A pneumatic waste disposal unit. -# id: DisposalUnit -# graph: DisposalMachine -# startNode: start -# targetNode: disposal_unit -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/disposal.rsi -# state: "disposal" -# -#- type: construction -# name: mailing unit -# description: A pneumatic mail delivery unit. -# id: MailingUnit -# graph: DisposalMachine -# startNode: start -# targetNode: mailing_unit -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/disposal.rsi -# state: "mailing" -# -#- type: construction -# name: disposal pipe -# id: DisposalPipe -# description: A huge pipe segment used for constructing disposal systems. -# graph: DisposalPipe -# startNode: start -# targetNode: pipe -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# icon: -# sprite: Structures/Piping/disposal.rsi -# state: conpipe-s -# -#- type: construction -# name: disposal tagger -# description: A pipe that tags entities for routing. -# id: DisposalTagger -# graph: DisposalPipe -# startNode: start -# targetNode: tagger -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/disposal.rsi -# state: conpipe-tagger -# -#- type: construction -# name: disposal trunk -# description: A pipe trunk used as an entry point for disposal systems. -# id: DisposalTrunk -# graph: DisposalPipe -# startNode: start -# targetNode: trunk -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/disposal.rsi -# state: conpipe-t -# -#- type: construction -# name: disposal router -# description: A three-way router. Entities with matching tags get routed to the side. -# id: DisposalRouter -# graph: DisposalPipe -# startNode: start -# targetNode: router -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/disposal.rsi -# state: conpipe-j1s -# mirror: DisposalRouterFlipped -# -#- type: construction -# hide: true -# name: disposal router -# description: A three-way router. Entities with matching tags get routed to the side. -# id: DisposalRouterFlipped -# graph: DisposalPipe -# startNode: start -# targetNode: routerflipped -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/disposal.rsi -# state: conpipe-j2s -# mirror: DisposalRouter -# -#- type: construction -# name: disposal signal router -# description: A signal-controlled three-way router. -# id: DisposalSignalRouter -# graph: DisposalPipe -# startNode: start -# targetNode: signal_router -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/disposal.rsi -# state: signal-router-free -# mirror: DisposalSignalRouterFlipped -# -#- type: construction -# hide: true -# name: disposal signal router -# description: A signal-controlled three-way router. -# id: DisposalSignalRouterFlipped -# graph: DisposalPipe -# startNode: start -# targetNode: signal_router_flipped -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/disposal.rsi -# state: signal-router-flipped-free -# mirror: DisposalSignalRouter -# -#- type: construction -# name: disposal junction -# description: A three-way junction. The arrow indicates where items exit. -# id: DisposalJunction -# graph: DisposalPipe -# startNode: start -# targetNode: junction -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/disposal.rsi -# state: conpipe-j1 -# mirror: DisposalJunctionFlipped -# -#- type: construction -# hide: true -# name: disposal junction -# description: A three-way junction. The arrow indicates where items exit. -# id: DisposalJunctionFlipped -# graph: DisposalPipe -# startNode: start -# targetNode: junctionflipped -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/disposal.rsi -# state: conpipe-j2 -# mirror: DisposalJunction -# -#- type: construction -# name: disposal Y junction -# description: A three-way junction with another exit point. -# id: DisposalYJunction -# graph: DisposalPipe -# startNode: start -# targetNode: yJunction -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/disposal.rsi -# state: conpipe-y -# -#- type: construction -# name: disposal bend -# description: A tube bent at a 90 degree angle. -# id: DisposalBend -# graph: DisposalPipe -# startNode: start -# targetNode: bend -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/disposal.rsi -# state: conpipe-c -# -## ATMOS -#- type: construction -# name: air alarm -# id: AirAlarmFixture -# graph: AirAlarm -# startNode: start -# targetNode: air_alarm -# category: construction-category-structures -# description: An air alarm. Alarms... air? -# icon: -# sprite: Structures/Wallmounts/air_monitors.rsi -# state: alarm0 -# placementMode: SnapgridCenter -# objectType: Structure -# canRotate: true -# canBuildInImpassable: true -# conditions: -# - !type:WallmountCondition {} -# -#- type: construction -# name: fire alarm -# id: FireAlarm -# graph: FireAlarm -# startNode: start -# targetNode: fire_alarm -# category: construction-category-structures -# description: A fire alarm. Spicy! -# icon: -# sprite: Structures/Wallmounts/air_monitors.rsi -# state: fire0 -# placementMode: SnapgridCenter -# objectType: Structure -# canRotate: true -# canBuildInImpassable: true -# conditions: -# - !type:WallmountCondition {} -# -#- type: construction -# name: air sensor -# id: AirSensor -# graph: AirSensor -# startNode: start -# targetNode: sensor -# category: construction-category-structures -# description: An air sensor. Senses air. -# icon: -# sprite: Structures/Specific/Atmospherics/sensor.rsi -# state: gsensor1 -# placementMode: SnapgridCenter -# objectType: Structure -# canRotate: true -# -## ATMOS PIPES -#- type: construction -# name: gas pipe half -# id: GasPipeHalf -# description: Half of a gas pipe. No skateboards. -# graph: GasPipe -# startNode: start -# targetNode: half -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/pipe.rsi -# state: pipeHalf -# -#- type: construction -# name: gas pipe straight -# id: GasPipeStraight -# description: A straight pipe segment. -# graph: GasPipe -# startNode: start -# targetNode: straight -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/pipe.rsi -# state: pipeStraight -# -#- type: construction -# name: gas pipe bend -# id: GasPipeBend -# description: A pipe segment bent at a 90 degree angle. -# graph: GasPipe -# startNode: start -# targetNode: bend -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/pipe.rsi -# state: pipeBend -# -#- type: construction -# name: gas pipe T junction -# id: GasPipeTJunction -# description: A pipe segment with a T junction. -# graph: GasPipe -# startNode: start -# targetNode: tjunction -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/pipe.rsi -# state: pipeTJunction -# -#- type: construction -# name: gas pipe fourway -# id: GasPipeFourway -# description: A pipe segment with a fourway junction. -# graph: GasPipe -# startNode: start -# targetNode: fourway -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/pipe.rsi -# state: pipeFourway -# -## ATMOS UNARY -#- type: construction -# name: air vent -# description: Pumps gas into the room. -# id: GasVentPump -# graph: GasUnary -# startNode: start -# targetNode: ventpump -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/vent.rsi -# state: vent_off -# layers: -# - sprite: Structures/Piping/Atmospherics/pipe.rsi -# state: pipeHalf -# - sprite: Structures/Piping/Atmospherics/vent.rsi -# state: vent_off -# conditions: -# - !type:NoUnstackableInTile -# -#- type: construction -# name: passive vent -# description: Unpowered vent that equalises gases on both sides. -# id: GasPassiveVent -# graph: GasUnary -# startNode: start -# targetNode: passivevent -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/vent.rsi -# state: vent_off -# layers: -# - sprite: Structures/Piping/Atmospherics/pipe.rsi -# state: pipeHalf -# - sprite: Structures/Piping/Atmospherics/vent.rsi -# state: vent_off -# conditions: -# - !type:NoUnstackableInTile -# -#- type: construction -# name: air scrubber -# description: Sucks gas into connected pipes. -# id: GasVentScrubber -# graph: GasUnary -# startNode: start -# targetNode: ventscrubber -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/scrubber.rsi -# state: scrub_off -# layers: -# - sprite: Structures/Piping/Atmospherics/pipe.rsi -# state: pipeHalf -# - sprite: Structures/Piping/Atmospherics/scrubber.rsi -# state: scrub_off -# conditions: -# - !type:NoUnstackableInTile -# -#- type: construction -# name: air injector -# description: Injects air into the atmosphere. -# id: GasOutletInjector -# graph: GasUnary -# startNode: start -# targetNode: outletinjector -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/outletinjector.rsi -# state: injector -# layers: -# - sprite: Structures/Piping/Atmospherics/pipe.rsi -# state: pipeHalf -# - sprite: Structures/Piping/Atmospherics/outletinjector.rsi -# state: injector -# conditions: -# - !type:NoUnstackableInTile -# -## ATMOS BINARY -#- type: construction -# name: gas pump -# id: GasPressurePump -# description: A pump that moves gas by pressure. -# graph: GasBinary -# startNode: start -# targetNode: pressurepump -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/pump.rsi -# state: pumpPressure -# layers: -# - sprite: Structures/Piping/Atmospherics/pipe.rsi -# state: pipeStraight -# - sprite: Structures/Piping/Atmospherics/pump.rsi -# state: pumpPressure -# conditions: -# - !type:NoUnstackableInTile -# -#- type: construction -# name: volumetric gas pump -# description: A pump that moves gas by volume. -# id: GasVolumePump -# graph: GasBinary -# startNode: start -# targetNode: volumepump -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/pump.rsi -# state: pumpVolume -# layers: -# - sprite: Structures/Piping/Atmospherics/pipe.rsi -# state: pipeStraight -# - sprite: Structures/Piping/Atmospherics/pump.rsi -# state: pumpVolume -# conditions: -# - !type:NoUnstackableInTile -# -#- type: construction -# id: GasPassiveGate -# name: passive gate -# description: A one-way air valve that does not require power. -# graph: GasBinary -# startNode: start -# targetNode: passivegate -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/pump.rsi -# state: pumpPassiveGate -# layers: -# - sprite: Structures/Piping/Atmospherics/pipe.rsi -# state: pipeStraight -# - sprite: Structures/Piping/Atmospherics/pump.rsi -# state: pumpPassiveGate -# conditions: -# - !type:NoUnstackableInTile -# -#- type: construction -# id: GasValve -# name: manual valve -# description: A pipe with a valve that can be used to disable the flow of gas through it. -# graph: GasBinary -# startNode: start -# targetNode: valve -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/pump.rsi -# state: pumpManualValve -# layers: -# - sprite: Structures/Piping/Atmospherics/pipe.rsi -# state: pipeStraight -# - sprite: Structures/Piping/Atmospherics/pump.rsi -# state: pumpManualValve -# conditions: -# - !type:NoUnstackableInTile -# -#- type: construction -# id: SignalControlledValve -# name: signal valve -# description: Valve controlled by signal inputs. -# graph: GasBinary -# startNode: start -# targetNode: signalvalve -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/pump.rsi -# state: pumpSignalValve -# layers: -# - sprite: Structures/Piping/Atmospherics/pipe.rsi -# state: pipeStraight -# - sprite: Structures/Piping/Atmospherics/pump.rsi -# state: pumpSignalValve -# conditions: -# - !type:NoUnstackableInTile -# -#- type: construction -# id: GasPort -# name: connector port -# description: For connecting portable devices related to atmospherics control. -# graph: GasBinary -# startNode: start -# targetNode: port -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/gascanisterport.rsi -# state: gasCanisterPort -# layers: -# - sprite: Structures/Piping/Atmospherics/pipe.rsi -# state: pipeHalf -# - sprite: Structures/Piping/Atmospherics/gascanisterport.rsi -# state: gasCanisterPort -# conditions: -# - !type:NoUnstackableInTile -# -#- type: construction -# id: GasDualPortVentPump -# name: dual-port air vent -# description: Has a valve and a pump attached to it. There are two ports, one is an input for releasing air, the other is an output when siphoning. -# graph: GasBinary -# startNode: start -# targetNode: dualportventpump -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/vent.rsi -# state: vent_off -# layers: -# - sprite: Structures/Piping/Atmospherics/pipe.rsi -# state: pipeStraight -# - sprite: Structures/Piping/Atmospherics/vent.rsi -# state: vent_off -# -#- type: construction -# id: HeatExchanger -# name: radiator -# description: Transfers heat between the pipe and its surroundings. -# graph: GasBinary -# startNode: start -# targetNode: radiator -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/heatexchanger.rsi -# state: heStraight -# -## ATMOS TRINARY -#- type: construction -# id: GasFilter -# name: gas filter -# description: Very useful for filtering gases. -# graph: GasTrinary -# startNode: start -# targetNode: filter -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/gasfilter.rsi -# state: gasFilter -# mirror: GasFilterFlipped -# conditions: -# - !type:NoUnstackableInTile -# -#- type: construction -# id: GasFilterFlipped -# hide: true -# name: gas filter -# description: Very useful for filtering gases. -# graph: GasTrinary -# startNode: start -# targetNode: filterflipped -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/gasfilter.rsi -# state: gasFilterF -# mirror: GasFilter -# conditions: -# - !type:NoUnstackableInTile -# -#- type: construction -# id: GasMixer -# name: gas mixer -# description: Very useful for mixing gases. -# graph: GasTrinary -# startNode: start -# targetNode: mixer -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/gasmixer.rsi -# state: gasMixer -# mirror: GasMixerFlipped -# conditions: -# - !type:NoUnstackableInTile -# -#- type: construction -# id: GasMixerFlipped -# hide: true -# name: gas mixer -# description: Very useful for mixing gases. -# graph: GasTrinary -# startNode: start -# targetNode: mixerflipped -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/gasmixer.rsi -# state: gasMixerF -# mirror: GasMixer -# conditions: -# - !type:NoUnstackableInTile -# -#- type: construction -# id: PressureControlledValve -# name: pneumatic valve -# description: Valve controlled by pressure. -# graph: GasTrinary -# startNode: start -# targetNode: pneumaticvalve -# category: construction-category-utilities -# placementMode: SnapgridCenter -# canBuildInImpassable: false -# icon: -# sprite: Structures/Piping/Atmospherics/pneumaticvalve.rsi -# state: off -# conditions: -# - !type:NoUnstackableInTile -# -## INTERCOM -#- type: construction -# name: intercom -# id: IntercomAssesmbly -# graph: Intercom -# startNode: start -# targetNode: intercom -# category: construction-category-structures -# description: An intercom. For when the station just needs to know something. -# icon: -# sprite: Structures/Wallmounts/intercom.rsi -# state: base -# placementMode: SnapgridCenter -# objectType: Structure -# canRotate: true -# canBuildInImpassable: true -# conditions: -# - !type:WallmountCondition {} -# -## TIMERS -#- type: construction -# name: signal timer -# id: SignalTimer -# graph: Timer -# startNode: start -# targetNode: signal -# category: construction-category-utilities -# description: "A wallmounted timer for sending timed signals to things." -# icon: -# sprite: Structures/Wallmounts/switch.rsi -# state: on -# objectType: Structure -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# conditions: -# - !type:WallmountCondition -# -#- type: construction -# name: screen timer -# id: ScreenTimer -# graph: Timer -# startNode: start -# targetNode: screen -# category: construction-category-utilities -# description: "A wallmounted timer for sending timed signals to things. This one has a screen for displaying text." -# icon: -# sprite: Structures/Wallmounts/signalscreen.rsi -# state: signalscreen -# objectType: Structure -# canRotate: false -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# conditions: -# - !type:WallmountCondition -# -#- type: construction -# name: brig timer -# id: BrigTimer -# graph: Timer -# startNode: start -# targetNode: brig -# category: construction-category-utilities -# description: "A wallmounted timer for sending timed signals to things. This one has a screen for displaying text and requires security access to use." -# icon: -# sprite: Structures/Wallmounts/signalscreen.rsi -# state: signalscreen -# objectType: Structure -# canRotate: false -# placementMode: SnapgridCenter -# canBuildInImpassable: true -# conditions: -# - !type:WallmountCondition +- type: construction + name: camera + id: camera + graph: SurveillanceCamera + startNode: start + targetNode: camera + category: construction-category-utilities + description: "Surveillance camera. It's watching. Soon." + icon: + sprite: Structures/Wallmounts/camera.rsi + state: camera + objectType: Structure + placementMode: SnapgridCenter + +- type: construction + name: telescreen + id: WallmountTelescreen + graph: WallmountTelescreen + startNode: start + targetNode: Telescreen + category: construction-category-utilities + description: "A surveillance camera monitor for the wall." + icon: + sprite: Structures/Machines/computers.rsi + state: telescreen_frame + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +- type: construction + name: station map + id: StationMap + graph: StationMap + startNode: start + targetNode: station_map + category: construction-category-structures + description: A station map. + icon: + sprite: Structures/Machines/station_map.rsi + state: station_map0 + placementMode: SnapgridCenter + objectType: Structure + canRotate: true + canBuildInImpassable: true + conditions: + - !type:WallmountCondition {} + +# POWER +- type: construction + name: APC + id: APC + graph: APC + startNode: start + targetNode: apc + category: construction-category-utilities + description: "Area Power Controller (APC). Controls power. In an area." + icon: + sprite: Structures/Power/apc.rsi + state: base + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +- type: construction + name: solar assembly + id: SolarPanel + graph: SolarPanel + startNode: start + targetNode: solarpanel + category: construction-category-utilities + description: "Can be turned into a solar panel or solar tracker." + icon: + sprite: Structures/Power/Generation/solar_panel.rsi + state: solar_assembly + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + failIfSpace: false + +- type: construction + name: cable terminal + id: CableTerminal + graph: CableTerminal + startNode: start + targetNode: cable_terminal + category: construction-category-utilities + description: "Input of devices such as the SMES. The red cables needs to face the device." + icon: + sprite: Structures/Power/cable_terminal.rsi + state: term + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + +- type: construction + name: wallmount substation + id: WallmountSubstation + graph: WallmountSubstation + startNode: start + targetNode: substation + category: construction-category-utilities + description: "A wallmount substation for compact spaces. Make sure to place cable underneath before building the wall." + icon: + sprite: Structures/Power/substation.rsi + state: substation_wall + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +- type: construction + name: wallmount generator + id: WallmountGenerator + graph: WallmountGenerator + startNode: start + targetNode: generator + category: construction-category-utilities + description: "A wallmount generator for compact spaces. Make sure to place cable underneath before building the wall." + icon: + sprite: Structures/Power/Generation/wallmount_generator.rsi + state: panel + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +- type: construction + name: wallmount APU + id: WallmountGeneratorAPU + graph: WallmountGenerator + startNode: start + targetNode: APU + category: construction-category-utilities + description: "A wallmount APU for compact shuttles. Make sure to place cable underneath before building the wall." + icon: + sprite: Structures/Power/Generation/wallmount_generator.rsi + state: panel + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + +# DISPOSALS +- type: construction + name: disposal unit + description: A pneumatic waste disposal unit. + id: DisposalUnit + graph: DisposalMachine + startNode: start + targetNode: disposal_unit + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/disposal.rsi + state: "disposal" + +- type: construction + name: mailing unit + description: A pneumatic mail delivery unit. + id: MailingUnit + graph: DisposalMachine + startNode: start + targetNode: mailing_unit + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/disposal.rsi + state: "mailing" + +- type: construction + name: disposal pipe + id: DisposalPipe + description: A huge pipe segment used for constructing disposal systems. + graph: DisposalPipe + startNode: start + targetNode: pipe + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: true + icon: + sprite: Structures/Piping/disposal.rsi + state: conpipe-s + +- type: construction + name: disposal tagger + description: A pipe that tags entities for routing. + id: DisposalTagger + graph: DisposalPipe + startNode: start + targetNode: tagger + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/disposal.rsi + state: conpipe-tagger + +- type: construction + name: disposal trunk + description: A pipe trunk used as an entry point for disposal systems. + id: DisposalTrunk + graph: DisposalPipe + startNode: start + targetNode: trunk + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/disposal.rsi + state: conpipe-t + +- type: construction + name: disposal router + description: A three-way router. Entities with matching tags get routed to the side. + id: DisposalRouter + graph: DisposalPipe + startNode: start + targetNode: router + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/disposal.rsi + state: conpipe-j1s + mirror: DisposalRouterFlipped + +- type: construction + hide: true + name: disposal router + description: A three-way router. Entities with matching tags get routed to the side. + id: DisposalRouterFlipped + graph: DisposalPipe + startNode: start + targetNode: routerflipped + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/disposal.rsi + state: conpipe-j2s + mirror: DisposalRouter + +- type: construction + name: disposal signal router + description: A signal-controlled three-way router. + id: DisposalSignalRouter + graph: DisposalPipe + startNode: start + targetNode: signal_router + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/disposal.rsi + state: signal-router-free + mirror: DisposalSignalRouterFlipped + +- type: construction + hide: true + name: disposal signal router + description: A signal-controlled three-way router. + id: DisposalSignalRouterFlipped + graph: DisposalPipe + startNode: start + targetNode: signal_router_flipped + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/disposal.rsi + state: signal-router-flipped-free + mirror: DisposalSignalRouter + +- type: construction + name: disposal junction + description: A three-way junction. The arrow indicates where items exit. + id: DisposalJunction + graph: DisposalPipe + startNode: start + targetNode: junction + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/disposal.rsi + state: conpipe-j1 + mirror: DisposalJunctionFlipped + +- type: construction + hide: true + name: disposal junction + description: A three-way junction. The arrow indicates where items exit. + id: DisposalJunctionFlipped + graph: DisposalPipe + startNode: start + targetNode: junctionflipped + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/disposal.rsi + state: conpipe-j2 + mirror: DisposalJunction + +- type: construction + name: disposal Y junction + description: A three-way junction with another exit point. + id: DisposalYJunction + graph: DisposalPipe + startNode: start + targetNode: yJunction + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/disposal.rsi + state: conpipe-y + +- type: construction + name: disposal bend + description: A tube bent at a 90 degree angle. + id: DisposalBend + graph: DisposalPipe + startNode: start + targetNode: bend + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/disposal.rsi + state: conpipe-c + +# ATMOS +- type: construction + name: air alarm + id: AirAlarmFixture + graph: AirAlarm + startNode: start + targetNode: air_alarm + category: construction-category-structures + description: An air alarm. Alarms... air? + icon: + sprite: Structures/Wallmounts/air_monitors.rsi + state: alarm0 + placementMode: SnapgridCenter + objectType: Structure + canRotate: true + canBuildInImpassable: true + conditions: + - !type:WallmountCondition {} + +- type: construction + name: fire alarm + id: FireAlarm + graph: FireAlarm + startNode: start + targetNode: fire_alarm + category: construction-category-structures + description: A fire alarm. Spicy! + icon: + sprite: Structures/Wallmounts/air_monitors.rsi + state: fire0 + placementMode: SnapgridCenter + objectType: Structure + canRotate: true + canBuildInImpassable: true + conditions: + - !type:WallmountCondition {} + +- type: construction + name: air sensor + id: AirSensor + graph: AirSensor + startNode: start + targetNode: sensor + category: construction-category-structures + description: An air sensor. Senses air. + icon: + sprite: Structures/Specific/Atmospherics/sensor.rsi + state: gsensor1 + placementMode: SnapgridCenter + objectType: Structure + canRotate: true + +# ATMOS PIPES +- type: construction + name: gas pipe half + id: GasPipeHalf + description: Half of a gas pipe. No skateboards. + graph: GasPipe + startNode: start + targetNode: half + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/pipe.rsi + state: pipeHalf + +- type: construction + name: gas pipe straight + id: GasPipeStraight + description: A straight pipe segment. + graph: GasPipe + startNode: start + targetNode: straight + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/pipe.rsi + state: pipeStraight + +- type: construction + name: gas pipe bend + id: GasPipeBend + description: A pipe segment bent at a 90 degree angle. + graph: GasPipe + startNode: start + targetNode: bend + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/pipe.rsi + state: pipeBend + +- type: construction + name: gas pipe T junction + id: GasPipeTJunction + description: A pipe segment with a T junction. + graph: GasPipe + startNode: start + targetNode: tjunction + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/pipe.rsi + state: pipeTJunction + +- type: construction + name: gas pipe fourway + id: GasPipeFourway + description: A pipe segment with a fourway junction. + graph: GasPipe + startNode: start + targetNode: fourway + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/pipe.rsi + state: pipeFourway + +# ATMOS UNARY +- type: construction + name: air vent + description: Pumps gas into the room. + id: GasVentPump + graph: GasUnary + startNode: start + targetNode: ventpump + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/vent.rsi + state: vent_off + layers: + - sprite: Structures/Piping/Atmospherics/pipe.rsi + state: pipeHalf + - sprite: Structures/Piping/Atmospherics/vent.rsi + state: vent_off + conditions: + - !type:NoUnstackableInTile + +- type: construction + name: passive vent + description: Unpowered vent that equalises gases on both sides. + id: GasPassiveVent + graph: GasUnary + startNode: start + targetNode: passivevent + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/vent.rsi + state: vent_off + layers: + - sprite: Structures/Piping/Atmospherics/pipe.rsi + state: pipeHalf + - sprite: Structures/Piping/Atmospherics/vent.rsi + state: vent_off + conditions: + - !type:NoUnstackableInTile + +- type: construction + name: air scrubber + description: Sucks gas into connected pipes. + id: GasVentScrubber + graph: GasUnary + startNode: start + targetNode: ventscrubber + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/scrubber.rsi + state: scrub_off + layers: + - sprite: Structures/Piping/Atmospherics/pipe.rsi + state: pipeHalf + - sprite: Structures/Piping/Atmospherics/scrubber.rsi + state: scrub_off + conditions: + - !type:NoUnstackableInTile + +- type: construction + name: air injector + description: Injects air into the atmosphere. + id: GasOutletInjector + graph: GasUnary + startNode: start + targetNode: outletinjector + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/outletinjector.rsi + state: injector + layers: + - sprite: Structures/Piping/Atmospherics/pipe.rsi + state: pipeHalf + - sprite: Structures/Piping/Atmospherics/outletinjector.rsi + state: injector + conditions: + - !type:NoUnstackableInTile + +# ATMOS BINARY +- type: construction + name: gas pump + id: GasPressurePump + description: A pump that moves gas by pressure. + graph: GasBinary + startNode: start + targetNode: pressurepump + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/pump.rsi + state: pumpPressure + layers: + - sprite: Structures/Piping/Atmospherics/pipe.rsi + state: pipeStraight + - sprite: Structures/Piping/Atmospherics/pump.rsi + state: pumpPressure + conditions: + - !type:NoUnstackableInTile + +- type: construction + name: volumetric gas pump + description: A pump that moves gas by volume. + id: GasVolumePump + graph: GasBinary + startNode: start + targetNode: volumepump + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/pump.rsi + state: pumpVolume + layers: + - sprite: Structures/Piping/Atmospherics/pipe.rsi + state: pipeStraight + - sprite: Structures/Piping/Atmospherics/pump.rsi + state: pumpVolume + conditions: + - !type:NoUnstackableInTile + +- type: construction + id: GasPassiveGate + name: passive gate + description: A one-way air valve that does not require power. + graph: GasBinary + startNode: start + targetNode: passivegate + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/pump.rsi + state: pumpPassiveGate + layers: + - sprite: Structures/Piping/Atmospherics/pipe.rsi + state: pipeStraight + - sprite: Structures/Piping/Atmospherics/pump.rsi + state: pumpPassiveGate + conditions: + - !type:NoUnstackableInTile + +- type: construction + id: GasValve + name: manual valve + description: A pipe with a valve that can be used to disable the flow of gas through it. + graph: GasBinary + startNode: start + targetNode: valve + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/pump.rsi + state: pumpManualValve + layers: + - sprite: Structures/Piping/Atmospherics/pipe.rsi + state: pipeStraight + - sprite: Structures/Piping/Atmospherics/pump.rsi + state: pumpManualValve + conditions: + - !type:NoUnstackableInTile + +- type: construction + id: SignalControlledValve + name: signal valve + description: Valve controlled by signal inputs. + graph: GasBinary + startNode: start + targetNode: signalvalve + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/pump.rsi + state: pumpSignalValve + layers: + - sprite: Structures/Piping/Atmospherics/pipe.rsi + state: pipeStraight + - sprite: Structures/Piping/Atmospherics/pump.rsi + state: pumpSignalValve + conditions: + - !type:NoUnstackableInTile + +- type: construction + id: GasPort + name: connector port + description: For connecting portable devices related to atmospherics control. + graph: GasBinary + startNode: start + targetNode: port + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/gascanisterport.rsi + state: gasCanisterPort + layers: + - sprite: Structures/Piping/Atmospherics/pipe.rsi + state: pipeHalf + - sprite: Structures/Piping/Atmospherics/gascanisterport.rsi + state: gasCanisterPort + conditions: + - !type:NoUnstackableInTile + +- type: construction + id: GasDualPortVentPump + name: dual-port air vent + description: Has a valve and a pump attached to it. There are two ports, one is an input for releasing air, the other is an output when siphoning. + graph: GasBinary + startNode: start + targetNode: dualportventpump + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/vent.rsi + state: vent_off + layers: + - sprite: Structures/Piping/Atmospherics/pipe.rsi + state: pipeStraight + - sprite: Structures/Piping/Atmospherics/vent.rsi + state: vent_off + +- type: construction + id: HeatExchanger + name: radiator + description: Transfers heat between the pipe and its surroundings. + graph: GasBinary + startNode: start + targetNode: radiator + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/heatexchanger.rsi + state: heStraight + +# ATMOS TRINARY +- type: construction + id: GasFilter + name: gas filter + description: Very useful for filtering gases. + graph: GasTrinary + startNode: start + targetNode: filter + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/gasfilter.rsi + state: gasFilter + mirror: GasFilterFlipped + conditions: + - !type:NoUnstackableInTile + +- type: construction + id: GasFilterFlipped + hide: true + name: gas filter + description: Very useful for filtering gases. + graph: GasTrinary + startNode: start + targetNode: filterflipped + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/gasfilter.rsi + state: gasFilterF + mirror: GasFilter + conditions: + - !type:NoUnstackableInTile + +- type: construction + id: GasMixer + name: gas mixer + description: Very useful for mixing gases. + graph: GasTrinary + startNode: start + targetNode: mixer + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/gasmixer.rsi + state: gasMixer + mirror: GasMixerFlipped + conditions: + - !type:NoUnstackableInTile + +- type: construction + id: GasMixerFlipped + hide: true + name: gas mixer + description: Very useful for mixing gases. + graph: GasTrinary + startNode: start + targetNode: mixerflipped + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/gasmixer.rsi + state: gasMixerF + mirror: GasMixer + conditions: + - !type:NoUnstackableInTile + +- type: construction + id: PressureControlledValve + name: pneumatic valve + description: Valve controlled by pressure. + graph: GasTrinary + startNode: start + targetNode: pneumaticvalve + category: construction-category-utilities + placementMode: SnapgridCenter + canBuildInImpassable: false + icon: + sprite: Structures/Piping/Atmospherics/pneumaticvalve.rsi + state: off + conditions: + - !type:NoUnstackableInTile + +# INTERCOM +- type: construction + name: intercom + id: IntercomAssesmbly + graph: Intercom + startNode: start + targetNode: intercom + category: construction-category-structures + description: An intercom. For when the station just needs to know something. + icon: + sprite: Structures/Wallmounts/intercom.rsi + state: base + placementMode: SnapgridCenter + objectType: Structure + canRotate: true + canBuildInImpassable: true + conditions: + - !type:WallmountCondition {} + +# TIMERS +- type: construction + name: signal timer + id: SignalTimer + graph: Timer + startNode: start + targetNode: signal + category: construction-category-utilities + description: "A wallmounted timer for sending timed signals to things." + icon: + sprite: Structures/Wallmounts/switch.rsi + state: on + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + conditions: + - !type:WallmountCondition + +- type: construction + name: screen timer + id: ScreenTimer + graph: Timer + startNode: start + targetNode: screen + category: construction-category-utilities + description: "A wallmounted timer for sending timed signals to things. This one has a screen for displaying text." + icon: + sprite: Structures/Wallmounts/signalscreen.rsi + state: signalscreen + objectType: Structure + canRotate: false + placementMode: SnapgridCenter + canBuildInImpassable: true + conditions: + - !type:WallmountCondition + +- type: construction + name: brig timer + id: BrigTimer + graph: Timer + startNode: start + targetNode: brig + category: construction-category-utilities + description: "A wallmounted timer for sending timed signals to things. This one has a screen for displaying text and requires security access to use." + icon: + sprite: Structures/Wallmounts/signalscreen.rsi + state: signalscreen + objectType: Structure + canRotate: false + placementMode: SnapgridCenter + canBuildInImpassable: true + conditions: + - !type:WallmountCondition diff --git a/Resources/Prototypes/Recipes/Construction/weapons.yml b/Resources/Prototypes/Recipes/Construction/weapons.yml index 78ecacb46d..040d4c8963 100644 --- a/Resources/Prototypes/Recipes/Construction/weapons.yml +++ b/Resources/Prototypes/Recipes/Construction/weapons.yml @@ -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 diff --git a/Resources/Prototypes/Recipes/Construction/web.yml b/Resources/Prototypes/Recipes/Construction/web.yml index 7f131886fa..9a0d832d01 100644 --- a/Resources/Prototypes/Recipes/Construction/web.yml +++ b/Resources/Prototypes/Recipes/Construction/web.yml @@ -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 diff --git a/Resources/Prototypes/Recipes/Crafting/artifact.yml b/Resources/Prototypes/Recipes/Crafting/artifact.yml index c1045b9771..c627f00c16 100644 --- a/Resources/Prototypes/Recipes/Crafting/artifact.yml +++ b/Resources/Prototypes/Recipes/Crafting/artifact.yml @@ -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 diff --git a/Resources/Prototypes/Recipes/Crafting/bots.yml b/Resources/Prototypes/Recipes/Crafting/bots.yml index e06a300147..9a70a19c86 100644 --- a/Resources/Prototypes/Recipes/Crafting/bots.yml +++ b/Resources/Prototypes/Recipes/Crafting/bots.yml @@ -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 diff --git a/Resources/Prototypes/Recipes/Crafting/crates.yml b/Resources/Prototypes/Recipes/Crafting/crates.yml index 82adb5bb04..4177b3fa2a 100644 --- a/Resources/Prototypes/Recipes/Crafting/crates.yml +++ b/Resources/Prototypes/Recipes/Crafting/crates.yml @@ -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 diff --git a/Resources/Prototypes/Recipes/Crafting/improvised.yml b/Resources/Prototypes/Recipes/Crafting/improvised.yml index 2e8660e5e1..7414837592 100644 --- a/Resources/Prototypes/Recipes/Crafting/improvised.yml +++ b/Resources/Prototypes/Recipes/Crafting/improvised.yml @@ -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 \ No newline at end of file +- 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 \ No newline at end of file diff --git a/Resources/Prototypes/Recipes/Crafting/potato.yml b/Resources/Prototypes/Recipes/Crafting/potato.yml index afe70fa8be..17f2cc4013 100644 --- a/Resources/Prototypes/Recipes/Crafting/potato.yml +++ b/Resources/Prototypes/Recipes/Crafting/potato.yml @@ -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 \ No newline at end of file +- type: construction + name: potato battery + id: PowerCellPotato + graph: PowerCellPotato + startNode: start + targetNode: potatobattery + category: construction-category-misc + description: A truly ingenious source of power. + icon: { sprite: Objects/Power/power_cells.rsi, state: potato } + objectType: Item + +- type: construction + name: potato artificial intelligence + id: PotatoAI + graph: PotatoAI + startNode: start + targetNode: potatoai + category: construction-category-misc + description: The potato happens to be the perfect power source for this chip. + icon: { sprite: Objects/Fun/pai.rsi, state: icon-potato-off } + objectType: Item + +- type: construction + name: supercompact AI chip + id: PotatoAIChip + graph: PotatoAIChip + startNode: start + targetNode: potatoaichip + category: construction-category-misc + description: A masterfully(?) crafted AI chip, requiring a similarly improvised power source. + icon: { sprite: Objects/Misc/potatoai_chip.rsi, state: icon } + objectType: Item \ No newline at end of file diff --git a/Resources/Prototypes/Recipes/Crafting/smokeables.yml b/Resources/Prototypes/Recipes/Crafting/smokeables.yml index 7a2804a3b7..6d7d4e30bc 100644 --- a/Resources/Prototypes/Recipes/Crafting/smokeables.yml +++ b/Resources/Prototypes/Recipes/Crafting/smokeables.yml @@ -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 diff --git a/Resources/Prototypes/Recipes/Crafting/tallbox.yml b/Resources/Prototypes/Recipes/Crafting/tallbox.yml index 65ef65d6a9..21a7ec8225 100644 --- a/Resources/Prototypes/Recipes/Crafting/tallbox.yml +++ b/Resources/Prototypes/Recipes/Crafting/tallbox.yml @@ -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 \ No newline at end of file +- type: construction + id: ClosetSteel + name: closet + graph: ClosetSteel + startNode: start + targetNode: done + category: construction-category-storage + description: A tall steel box that cannot be locked. + icon: { sprite: Structures/Storage/closet.rsi, state: generic_icon } + objectType: Structure + +- type: construction + id: ClosetSteelSecure + name: secure closet + graph: ClosetSteelSecure + startNode: start + targetNode: done + category: construction-category-storage + description: A tall steel box that can be locked. + icon: { sprite: Structures/Storage/closet.rsi, state: secure_icon } + objectType: Structure + +- type: construction + id: ClosetWall + name: wall closet + graph: ClosetWall + startNode: start + targetNode: done + category: construction-category-storage + description: A standard-issue Nanotrasen storage unit, now on walls. + icon: { sprite: Structures/Storage/wall_locker.rsi, state: generic_icon } + objectType: Structure + placementMode: SnapgridCenter + canRotate: true + canBuildInImpassable: true + conditions: + - !type:WallmountCondition \ No newline at end of file diff --git a/Resources/Prototypes/Recipes/Crafting/tiles.yml b/Resources/Prototypes/Recipes/Crafting/tiles.yml index 0e017f22ec..433a3bec29 100644 --- a/Resources/Prototypes/Recipes/Crafting/tiles.yml +++ b/Resources/Prototypes/Recipes/Crafting/tiles.yml @@ -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 \ No newline at end of file +- type: construction + name: large wood floor + id: TileWoodLarge + graph: TileWoodLarge + startNode: start + targetNode: woodtilelarge + category: construction-category-tiles + description: "Four pieces of wooden station flooring." + icon: { sprite: Objects/Tiles/tile.rsi, state: wood-large } + objectType: Item \ No newline at end of file diff --git a/Resources/Prototypes/Recipes/Crafting/toys.yml b/Resources/Prototypes/Recipes/Crafting/toys.yml index afd37a3432..4fd91bdb69 100644 --- a/Resources/Prototypes/Recipes/Crafting/toys.yml +++ b/Resources/Prototypes/Recipes/Crafting/toys.yml @@ -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 diff --git a/Resources/Prototypes/Recipes/Crafting/web.yml b/Resources/Prototypes/Recipes/Crafting/web.yml index 7268a4e607..5fe9d1b85a 100644 --- a/Resources/Prototypes/Recipes/Crafting/web.yml +++ b/Resources/Prototypes/Recipes/Crafting/web.yml @@ -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 diff --git a/Resources/Prototypes/Recipes/Lathes/electronics.yml b/Resources/Prototypes/Recipes/Lathes/electronics.yml index c4417f868b..29ba973f10 100644 --- a/Resources/Prototypes/Recipes/Lathes/electronics.yml +++ b/Resources/Prototypes/Recipes/Lathes/electronics.yml @@ -962,6 +962,4 @@ result: ReagentGrinderIndustrialMachineCircuitboard completetime: 5 materials: - Steel: 100 - Glass: 900 - Gold: 100 + Steel: 100 \ No newline at end of file diff --git a/Resources/Prototypes/_CP14/Entities/Structures/Decoration/bonfire.yml b/Resources/Prototypes/_CP14/Entities/Structures/Decoration/bonfire.yml index 63c85d7436..3b6e4ed5bf 100644 --- a/Resources/Prototypes/_CP14/Entities/Structures/Decoration/bonfire.yml +++ b/Resources/Prototypes/_CP14/Entities/Structures/Decoration/bonfire.yml @@ -9,6 +9,9 @@ sprite: CrystallPunk/Structures/Decoration/bonfire.rsi layers: - state: bonfire + - type: Construction + graph: CPBonfire + node: CPBonfire - type: Fixtures fixtures: fix1: diff --git a/Resources/Prototypes/_CP14/Entities/Structures/Furniture/chairs.yml b/Resources/Prototypes/_CP14/Entities/Structures/Furniture/chairs.yml index 3ced1b8377..9ff83a2490 100644 --- a/Resources/Prototypes/_CP14/Entities/Structures/Furniture/chairs.yml +++ b/Resources/Prototypes/_CP14/Entities/Structures/Furniture/chairs.yml @@ -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 diff --git a/Resources/Prototypes/_CP14/Entities/Structures/Furniture/tables.yml b/Resources/Prototypes/_CP14/Entities/Structures/Furniture/tables.yml index 3ec270990b..cfb82034e3 100644 --- a/Resources/Prototypes/_CP14/Entities/Structures/Furniture/tables.yml +++ b/Resources/Prototypes/_CP14/Entities/Structures/Furniture/tables.yml @@ -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 diff --git a/Resources/Prototypes/_CP14/Recipes/Construction/Graphs/Furniture/bonfire.yml b/Resources/Prototypes/_CP14/Recipes/Construction/Graphs/Furniture/bonfire.yml new file mode 100644 index 0000000000..c0765116cf --- /dev/null +++ b/Resources/Prototypes/_CP14/Recipes/Construction/Graphs/Furniture/bonfire.yml @@ -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 \ No newline at end of file diff --git a/Resources/Prototypes/_CP14/Recipes/Construction/Graphs/Furniture/seats.yml b/Resources/Prototypes/_CP14/Recipes/Construction/Graphs/Furniture/seats.yml new file mode 100644 index 0000000000..f9796fd8e6 --- /dev/null +++ b/Resources/Prototypes/_CP14/Recipes/Construction/Graphs/Furniture/seats.yml @@ -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 \ No newline at end of file diff --git a/Resources/Prototypes/_CP14/Recipes/Construction/Graphs/Furniture/tables.yml b/Resources/Prototypes/_CP14/Recipes/Construction/Graphs/Furniture/tables.yml new file mode 100644 index 0000000000..c26ef4e5a2 --- /dev/null +++ b/Resources/Prototypes/_CP14/Recipes/Construction/Graphs/Furniture/tables.yml @@ -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 \ No newline at end of file diff --git a/Resources/Prototypes/_CP14/Recipes/Construction/furniture.yml b/Resources/Prototypes/_CP14/Recipes/Construction/furniture.yml new file mode 100644 index 0000000000..44f38fa5d2 --- /dev/null +++ b/Resources/Prototypes/_CP14/Recipes/Construction/furniture.yml @@ -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 \ No newline at end of file