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Robot parts now have a material (so you can reclaim them) #17338
Robot parts now have a material (so you can reclaim them) #17338
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can heads with brains inside be reclaimed? |
Yes. Note that you can reclaim brains by just putting them into the reclaimer. |
@@ -1352,159 +1352,176 @@ ABSTRACT_TYPE(/datum/manufacture) | |||
/datum/manufacture/robo_frame | |||
name = "Cyborg Frame" | |||
item_paths = list("MET-2") | |||
item_amounts = list(18) | |||
item_amounts = list(ROBOT_FRAME_COST * 10) |
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Why are these all * 10
? Why not just have the defines be 10x larger?
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Manufacturing for some reason has the values as 10 times larger as the material value used in the item.
if i had the defines 10 times larger, i would have to do:
material_amt = ROBOT_FRAME_COST / 10
For example in order for sheet to cost 0.1 metal it has to have 1 in the recipe and in order to be reclaimed for the same amount it has to have a material amount of 0.1
[Materials][Feature]
About the PR
robot parts will now set the material to the one used in fabricating it (default being steel). This means that the robot parts can be reclaimed to get the materials back.
Since the material used doesn't matter, and the sprite of a borg isn't changed, changing appearance for different materials is disabled for robot parts. (Radioactive parts will still glow, and erebite has the orange pulsing effect)
Due to a limitation in material code allowing only one material being set (wires have an hard-coded exception), threads and screen heads will only give the sturdy metal back. Conveniently, these are the parts that basically every borg wants so there isn't much of a reason to reclaim them.
Why's this needed?
Roboticists usually end up with a bunch of extra legs and heads from roundstart borgs/part crates, so who not throw them into the reclaimer
Changelog