From 8b9cc5619a042e10f5527bf16249ae3adc248550 Mon Sep 17 00:00:00 2001 From: Ed <96445749+TheShuEd@users.noreply.github.com> Date: Sat, 30 Mar 2024 14:52:16 +0300 Subject: [PATCH] =?UTF-8?q?=D0=94=D0=B5=D1=80=D0=B5=D0=B2=D1=8F=D0=BD?= =?UTF-8?q?=D0=BD=D0=B0=D1=8F=20=D1=81=D1=82=D0=B5=D0=BD=D0=B0,=20=D1=81?= =?UTF-8?q?=D1=82=D1=83=D0=BB,=20=D1=81=D1=82=D0=BE=D0=BB,=20=D1=83=D0=B4?= =?UTF-8?q?=D0=B0=D0=BB=D0=B5=D0=BD=D0=B8=D0=B5=20=D0=B2=D1=81=D0=B5=D1=85?= =?UTF-8?q?=20=D1=80=D0=B5=D1=86=D0=B5=D0=BF=D1=82=D0=BE=D0=B2=20=D0=BA?= =?UTF-8?q?=D1=80=D0=B0=D1=84=D1=82=D0=BE=D0=B2=20=D0=BD=D0=B0=20G=20(#6)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit * wood wall and chair. Remove all crafts * fix rsi * деревянный стол. Респрайт стены. * \ -> / * fix * pupu * some integration test constructions --- Resources/Locale/ru-RU/tiles/tiles.ftl | 1 - .../Entities/Structures/Furniture/chairs.yml | 30 + .../Entities/Structures/Furniture/tables.yml | 46 + .../Entities/Structures/Walls/walls.yml | 24 +- .../Prototypes/CrystallPunk/Tiles/natural.yml | 2 +- .../Recipes/Construction/clothing.yml | 196 +- .../Prototypes/Recipes/Construction/fun.yml | 20 +- .../Recipes/Construction/furniture.yml | 1770 ++++----- .../Recipes/Construction/lighting.yml | 130 +- .../Recipes/Construction/machines.yml | 250 +- .../Recipes/Construction/materials.yml | 242 +- .../Recipes/Construction/modular.yml | 26 +- .../Recipes/Construction/storage.yml | 100 +- .../Recipes/Construction/structures.yml | 3164 ++++++++--------- .../Prototypes/Recipes/Construction/tools.yml | 86 +- .../Recipes/Construction/utilities.yml | 1720 ++++----- .../Recipes/Construction/weapons.yml | 326 +- .../Prototypes/Recipes/Construction/web.yml | 238 +- .../Prototypes/Recipes/Crafting/artifact.yml | 24 +- .../Prototypes/Recipes/Crafting/bots.yml | 128 +- .../Prototypes/Recipes/Crafting/crates.yml | 152 +- .../Recipes/Crafting/improvised.yml | 484 +-- .../Prototypes/Recipes/Crafting/potato.yml | 64 +- .../Recipes/Crafting/smokeables.yml | 110 +- .../Prototypes/Recipes/Crafting/tallbox.yml | 74 +- .../Prototypes/Recipes/Crafting/tiles.yml | 172 +- .../Prototypes/Recipes/Crafting/toys.yml | 50 +- Resources/Prototypes/Recipes/Crafting/web.yml | 222 +- .../CrystallPunk/Objects/keys.rsi/base.png | Bin 0 -> 272 bytes .../CrystallPunk/Objects/keys.rsi/meta.json | 14 + .../Furniture/Tables/wood.rsi/full.png | Bin 0 -> 575 bytes .../Furniture/Tables/wood.rsi/meta.json | 46 + .../Furniture/Tables/wood.rsi/state0.png | Bin 0 -> 882 bytes .../Furniture/Tables/wood.rsi/state1.png | Bin 0 -> 829 bytes .../Furniture/Tables/wood.rsi/state2.png | Bin 0 -> 882 bytes .../Furniture/Tables/wood.rsi/state3.png | Bin 0 -> 903 bytes .../Furniture/Tables/wood.rsi/state4.png | Bin 0 -> 775 bytes .../Furniture/Tables/wood.rsi/state5.png | Bin 0 -> 912 bytes .../Furniture/Tables/wood.rsi/state6.png | Bin 0 -> 837 bytes .../Furniture/Tables/wood.rsi/state7.png | Bin 0 -> 894 bytes .../Structures/Furniture/chairs.rsi/meta.json | 15 + .../Furniture/chairs.rsi/wooden.png | Bin 0 -> 1406 bytes .../Structures/Walls/TEMPLATE.rsi/meta.json | 2 +- .../Structures/Walls/ruin_stone.rsi/meta.json | 2 +- .../Structures/Walls/wood_full.rsi/full.png | Bin 0 -> 563 bytes .../Structures/Walls/wood_full.rsi/meta.json | 46 + .../Structures/Walls/wood_full.rsi/wood0.png | Bin 0 -> 833 bytes .../Structures/Walls/wood_full.rsi/wood1.png | Bin 0 -> 784 bytes .../Structures/Walls/wood_full.rsi/wood2.png | Bin 0 -> 888 bytes .../Structures/Walls/wood_full.rsi/wood3.png | Bin 0 -> 756 bytes .../Structures/Walls/wood_full.rsi/wood4.png | Bin 0 -> 853 bytes .../Structures/Walls/wood_full.rsi/wood5.png | Bin 0 -> 753 bytes .../Structures/Walls/wood_full.rsi/wood6.png | Bin 0 -> 853 bytes .../Structures/Walls/wood_full.rsi/wood7.png | Bin 0 -> 495 bytes Resources/manifest.yml | 2 +- 55 files changed, 5095 insertions(+), 4883 deletions(-) delete mode 100644 Resources/Locale/ru-RU/tiles/tiles.ftl create mode 100644 Resources/Prototypes/CrystallPunk/Entities/Structures/Furniture/chairs.yml create mode 100644 Resources/Prototypes/CrystallPunk/Entities/Structures/Furniture/tables.yml create mode 100644 Resources/Textures/CrystallPunk/Objects/keys.rsi/base.png create mode 100644 Resources/Textures/CrystallPunk/Objects/keys.rsi/meta.json create mode 100644 Resources/Textures/CrystallPunk/Structures/Furniture/Tables/wood.rsi/full.png create mode 100644 Resources/Textures/CrystallPunk/Structures/Furniture/Tables/wood.rsi/meta.json create mode 100644 Resources/Textures/CrystallPunk/Structures/Furniture/Tables/wood.rsi/state0.png create mode 100644 Resources/Textures/CrystallPunk/Structures/Furniture/Tables/wood.rsi/state1.png create mode 100644 Resources/Textures/CrystallPunk/Structures/Furniture/Tables/wood.rsi/state2.png create mode 100644 Resources/Textures/CrystallPunk/Structures/Furniture/Tables/wood.rsi/state3.png create mode 100644 Resources/Textures/CrystallPunk/Structures/Furniture/Tables/wood.rsi/state4.png create mode 100644 Resources/Textures/CrystallPunk/Structures/Furniture/Tables/wood.rsi/state5.png create mode 100644 Resources/Textures/CrystallPunk/Structures/Furniture/Tables/wood.rsi/state6.png create mode 100644 Resources/Textures/CrystallPunk/Structures/Furniture/Tables/wood.rsi/state7.png create mode 100644 Resources/Textures/CrystallPunk/Structures/Furniture/chairs.rsi/meta.json create mode 100644 Resources/Textures/CrystallPunk/Structures/Furniture/chairs.rsi/wooden.png create mode 100644 Resources/Textures/CrystallPunk/Structures/Walls/wood_full.rsi/full.png create mode 100644 Resources/Textures/CrystallPunk/Structures/Walls/wood_full.rsi/meta.json create mode 100644 Resources/Textures/CrystallPunk/Structures/Walls/wood_full.rsi/wood0.png create mode 100644 Resources/Textures/CrystallPunk/Structures/Walls/wood_full.rsi/wood1.png create mode 100644 Resources/Textures/CrystallPunk/Structures/Walls/wood_full.rsi/wood2.png create mode 100644 Resources/Textures/CrystallPunk/Structures/Walls/wood_full.rsi/wood3.png create mode 100644 Resources/Textures/CrystallPunk/Structures/Walls/wood_full.rsi/wood4.png create mode 100644 Resources/Textures/CrystallPunk/Structures/Walls/wood_full.rsi/wood5.png create mode 100644 Resources/Textures/CrystallPunk/Structures/Walls/wood_full.rsi/wood6.png create mode 100644 Resources/Textures/CrystallPunk/Structures/Walls/wood_full.rsi/wood7.png diff --git a/Resources/Locale/ru-RU/tiles/tiles.ftl b/Resources/Locale/ru-RU/tiles/tiles.ftl deleted file mode 100644 index 7733b99cda..0000000000 --- a/Resources/Locale/ru-RU/tiles/tiles.ftl +++ /dev/null @@ -1 +0,0 @@ -tiles-cp-grass-floor = трава \ No newline at end of file diff --git a/Resources/Prototypes/CrystallPunk/Entities/Structures/Furniture/chairs.yml b/Resources/Prototypes/CrystallPunk/Entities/Structures/Furniture/chairs.yml new file mode 100644 index 0000000000..3ced1b8377 --- /dev/null +++ b/Resources/Prototypes/CrystallPunk/Entities/Structures/Furniture/chairs.yml @@ -0,0 +1,30 @@ +- type: entity + name: деревянный стул + description: Сколочен из самых обычных досок. Просто и эффективно! + id: ChairCPWooden + parent: UnanchoredChairBase + components: + - type: Sprite + sprite: CrystallPunk/Structures/Furniture/chairs.rsi + state: wooden + - type: Damageable + damageModifierSet: Wood + - type: Destructible + thresholds: + - trigger: + !type:DamageTrigger + damage: 25 + behaviors: + - !type:DoActsBehavior + acts: ["Destruction"] + - !type:PlaySoundBehavior + sound: + collection: WoodDestroy + - !type:SpawnEntitiesBehavior + spawn: + MaterialWoodPlank: + min: 1 + max: 1 + - type: Tag + tags: + - Wooden \ No newline at end of file diff --git a/Resources/Prototypes/CrystallPunk/Entities/Structures/Furniture/tables.yml b/Resources/Prototypes/CrystallPunk/Entities/Structures/Furniture/tables.yml new file mode 100644 index 0000000000..3ec270990b --- /dev/null +++ b/Resources/Prototypes/CrystallPunk/Entities/Structures/Furniture/tables.yml @@ -0,0 +1,46 @@ +- type: entity + parent: TableBase + id: TableWooden + name: деревянный стол + description: Простой стол, сколоченный из досок. + components: + - type: Sprite + sprite: CrystallPunk/Structures/Furniture/Tables/wood.rsi + - type: Icon + sprite: CrystallPunk/Structures/Furniture/Tables/wood.rsi + - type: Damageable + damageModifierSet: Wood + - type: Destructible + thresholds: + - trigger: + !type:DamageTrigger + damage: 100 + behaviors: #excess damage (nuke?). avoid computational cost of spawning entities. + - !type:DoActsBehavior + acts: [ "Destruction" ] + - !type:PlaySoundBehavior + sound: + collection: GlassBreak + - trigger: + !type:DamageTrigger + damage: 15 + behaviors: + - !type:PlaySoundBehavior + sound: + collection: WoodDestroy + - !type:SpawnEntitiesBehavior + spawn: + MaterialWoodPlank: + min: 1 + max: 1 + - !type:DoActsBehavior + acts: [ "Destruction" ] + - type: Tag + tags: + - Wooden + - type: FootstepModifier + footstepSoundCollection: + collection: FootstepWood + - type: IconSmooth + key: state + base: state \ No newline at end of file diff --git a/Resources/Prototypes/CrystallPunk/Entities/Structures/Walls/walls.yml b/Resources/Prototypes/CrystallPunk/Entities/Structures/Walls/walls.yml index a542417932..61cf0be2da 100644 --- a/Resources/Prototypes/CrystallPunk/Entities/Structures/Walls/walls.yml +++ b/Resources/Prototypes/CrystallPunk/Entities/Structures/Walls/walls.yml @@ -3,7 +3,7 @@ parent: BaseWall id: CPBaseWall name: стена - description: достаточно прочная, чтобы прикрыть вас от угроз или холодного ветра. + description: Достаточно прочная, чтобы прикрыть вас от угроз или холодного ветра. placement: mode: SnapgridCenter snap: @@ -12,7 +12,7 @@ - type: entity id: StoneRuinWall name: каменная стена руин - parent: BaseWall + parent: CPBaseWall description: Эти стены повидали многое, и осталось им недолго. components: - type: Sprite @@ -20,19 +20,35 @@ - type: Icon sprite: CrystallPunk/Structures/Walls/ruin_stone.rsi - type: IconSmooth - key: CPwalls + key: CPwallsbrick base: brick +- type: entity + id: WoodFullWall + name: деревянная стена + parent: CPBaseWall + description: Доска к доске, и вместе образуют они защиту и уют. + components: + - type: Sprite + sprite: CrystallPunk/Structures/Walls/wood_full.rsi + - type: Icon + sprite: CrystallPunk/Structures/Walls/wood_full.rsi + - type: IconSmooth + key: CPwallswood + base: wood + - type: entity id: StoneRuinFragment parent: BaseRock - name: обломки каменных руин + name: обломки каменных стен description: Это все, что осталось от былого величия. placement: mode: SnapgridCenter snap: - Wall components: + - type: PlacementReplacement + key: walls - type: Sprite sprite: CrystallPunk/Structures/Walls/ruin_stone.rsi snapCardinals: true diff --git a/Resources/Prototypes/CrystallPunk/Tiles/natural.yml b/Resources/Prototypes/CrystallPunk/Tiles/natural.yml index f6de7abb54..287d240251 100644 --- a/Resources/Prototypes/CrystallPunk/Tiles/natural.yml +++ b/Resources/Prototypes/CrystallPunk/Tiles/natural.yml @@ -1,6 +1,6 @@ - type: tile id: FloorPlanetGrassCP - name: tiles-cp-grass-floor + name: травяной покров sprite: /Textures/CrystallPunk/Tiles/Grass/grass.png variants: 8 placementVariants: diff --git a/Resources/Prototypes/Recipes/Construction/clothing.yml b/Resources/Prototypes/Recipes/Construction/clothing.yml index 89f22cdf30..d383339e1a 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 46d43e7372..066a623d0e 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 2597877187..bf3038dfc5 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 0533f70f1a..289a29d55f 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 4026d5c98a..c931771be3 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 d644538a45..c44843e88e 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 affacb098b..79beee6910 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 41abf881b6..7b4cbf52dc 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 963a289bab..90e57fb204 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 a6d9e33f4c..a8487d7030 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 1647e98bce..fe84db10de 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 040d4c8963..78ecacb46d 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 9a0d832d01..7f131886fa 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 c627f00c16..c1045b9771 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 9a70a19c86..e06a300147 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 4177b3fa2a..82adb5bb04 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 7414837592..2e8660e5e1 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 17f2cc4013..afe70fa8be 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 6d7d4e30bc..7a2804a3b7 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 21a7ec8225..65ef65d6a9 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 433a3bec29..0e017f22ec 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 4fd91bdb69..afd37a3432 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 5fe9d1b85a..7268a4e607 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: 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