Orange Transparent Chainsaw!#39507
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Finally we can properly cut through ice and look stylish while doing it!
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Very cool! |
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the inhand and the icon do not look like the same item |
| item_state = "iceminer_hat" | ||
| armor = list(melee = 45, bullet = 15, laser = 25, energy = 15, bomb = 15, bio = 5, rad = 0) | ||
| body_parts_covered = FULL_HEAD|MASKHEADHAIR | ||
| species_restricted = list("Human") No newline at end of file |
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why is the coat allowed for grays and insectoids but the helmet from the same set is hard locked to humans?
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Because the helmet doesn't fit them but jackets do, like all winter coats.
| name = "Orange Transparent Chainsaw" // Can also do saw surgery! | ||
| icon_state = "transparentorangechainsaw" | ||
| item_state = "transparentorangechainsaw" | ||
| inhand_states = list("left_hand" = 'icons/mob/in-hand/left/icemining.dmi', "right_hand" = 'icons/mob/in-hand/right/icemining.dmi') | ||
| toolspeed = 0.08 | ||
| sharpness = 1.8 | ||
| force = 15.0 | ||
| sharpness_flags = SHARP_BLADE | SERRATED_BLADE | CHOPWOOD | HOT_EDGE | ||
| origin_tech = Tc_MATERIALS + "=4;" + Tc_POWERSTORAGE + "=4;" + Tc_ENGINEERING + "=6;" + Tc_PLASMATECH + "=5;" + Tc_BIOTECH + "=5;" + Tc_COMBAT + "=4" | ||
| desc = "Yours is the saw that will cut the ice! And people, I guess." | ||
| starting_materials = list(MAT_IRON = 6000, MAT_GLASS = 1000, MAT_PLASMA = 6000) | ||
| drill_verb = "cutting" | ||
| attack_verb = list("attacks", "slashes", "saws", "cuts") | ||
| hitsound = 'sound/weapons/circsawhit.ogg' | ||
| heat_production = 27000 | ||
| source_temperature = TEMPERATURE_PLASMA | ||
| diggables = DIG_ROCKS | DIG_WALLS |
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| name = "Orange Transparent Chainsaw" // Can also do saw surgery! | |
| icon_state = "transparentorangechainsaw" | |
| item_state = "transparentorangechainsaw" | |
| inhand_states = list("left_hand" = 'icons/mob/in-hand/left/icemining.dmi', "right_hand" = 'icons/mob/in-hand/right/icemining.dmi') | |
| toolspeed = 0.08 | |
| sharpness = 1.8 | |
| force = 15.0 | |
| sharpness_flags = SHARP_BLADE | SERRATED_BLADE | CHOPWOOD | HOT_EDGE | |
| origin_tech = Tc_MATERIALS + "=4;" + Tc_POWERSTORAGE + "=4;" + Tc_ENGINEERING + "=6;" + Tc_PLASMATECH + "=5;" + Tc_BIOTECH + "=5;" + Tc_COMBAT + "=4" | |
| desc = "Yours is the saw that will cut the ice! And people, I guess." | |
| starting_materials = list(MAT_IRON = 6000, MAT_GLASS = 1000, MAT_PLASMA = 6000) | |
| drill_verb = "cutting" | |
| attack_verb = list("attacks", "slashes", "saws", "cuts") | |
| hitsound = 'sound/weapons/circsawhit.ogg' | |
| heat_production = 27000 | |
| source_temperature = TEMPERATURE_PLASMA | |
| diggables = DIG_ROCKS | DIG_WALLS | |
| name = "Orange Transparent Chainsaw" // Can also do saw surgery! | |
| desc = "Yours is the saw that will cut the ice! And people, I guess." | |
| icon_state = "transparentorangechainsaw" | |
| item_state = "transparentorangechainsaw" | |
| inhand_states = list("left_hand" = 'icons/mob/in-hand/left/icemining.dmi', "right_hand" = 'icons/mob/in-hand/right/icemining.dmi') | |
| sharpness_flags = SHARP_BLADE | SERRATED_BLADE | CHOPWOOD | HOT_EDGE | |
| toolspeed = 0.08 | |
| sharpness = 1.8 | |
| force = 15.0 | |
| origin_tech = Tc_MATERIALS + "=4;" + Tc_POWERSTORAGE + "=4;" + Tc_ENGINEERING + "=6;" + Tc_PLASMATECH + "=5;" + Tc_BIOTECH + "=5;" + Tc_COMBAT + "=4" | |
| starting_materials = list(MAT_IRON = 6000, MAT_GLASS = 1000, MAT_PLASMA = 6000) | |
| drill_verb = "cutting" | |
| attack_verb = list("attacks", "slashes", "saws", "cuts") | |
| hitsound = 'sound/weapons/circsawhit.ogg' | |
| heat_production = 27000 | |
| source_temperature = TEMPERATURE_PLASMA | |
| diggables = DIG_ROCKS | DIG_WALLS |
Slight rearranging so it fits the standard way we have these (name desc icons, etc).
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the inhand and the icon do not look like the same item |
jwhitak
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Some additional changes/ideas you might want to consider, but aren't necessary for the PR to be merged:
- Add this item to valid surgery/saw items (easiest way is to ctrl+f for /obj/item/tool/circular_saw). Files include:
organ_external.dm, mosin.dm, shotgun.dm, butt.dm, encased.dm, generic.dm, slimes.dm, surgery.dm, tail.dm. Perhaps tags like CHOPWOOD could be repurposed into general saw use or a is_saw() could be added, but that's beyond the scope of the PR. If you don't do this, I might go back and do it later. - Consider making the saw more dangerous, but at a cost. Such as increased attack delay (see the Executioner sword in swords.dm, you can add a delayNextAttack(30) or similar as an /afterattack) but the force is 20 or 25. (Force 16 is a major threshold because you can instantly gib limbs starting at that damage level, don't go TOOOO high).
Good work with the PR so far!
| icon_state = "transparentorangechainsaw" | ||
| item_state = "transparentorangechainsaw" | ||
| inhand_states = list("left_hand" = 'icons/mob/in-hand/left/icemining.dmi', "right_hand" = 'icons/mob/in-hand/right/icemining.dmi') | ||
| toolspeed = 0.08 |
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This is equally as fast as a diamond drill (due to any toolspeed less than 0.1 being rounded to 0) but at no diamond cost. Note that most maps start with enough plasma to make this without mining. Consider increasing the cost of the chainsaw or lowering the toolspeed to 0.1.
| item_state = "transparentorangechainsaw" | ||
| inhand_states = list("left_hand" = 'icons/mob/in-hand/left/icemining.dmi', "right_hand" = 'icons/mob/in-hand/right/icemining.dmi') | ||
| toolspeed = 0.08 | ||
| sharpness = 1.8 |
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This is unreasonably high for something permanently on. It's sharper than a high frequency machete, energy sword, scalpel, etc. I'd tune it down somewhat. 1.0-1.5? Scalpels are 1.5.
| sharpness = 1.8 | ||
| force = 15.0 | ||
| sharpness_flags = SHARP_BLADE | SERRATED_BLADE | CHOPWOOD | HOT_EDGE | ||
| origin_tech = Tc_MATERIALS + "=4;" + Tc_POWERSTORAGE + "=4;" + Tc_ENGINEERING + "=6;" + Tc_PLASMATECH + "=5;" + Tc_BIOTECH + "=5;" + Tc_COMBAT + "=4" |
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Origin tech much higher than design tech. I'd adjust one or the other to match.
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That's normal, that's how we get the research path. The origin tech is higher than the research cost so you can scale up the research.
You print the poopshart item (cost: mats 3, power 5), and scan it for mats 5, power 6 and data storage 3, for example.
I do agree that it's a bit overtuned, it pretty much gives you half of the research tree for free once you scan it thrice.
| name = "Orange Transparent Chainsaw" | ||
| desc = "Yours is the saw that will cut the ice! And people, I guess." | ||
| id = "plasmachainsaw" | ||
| req_tech = list(Tc_MATERIALS = 4, Tc_PLASMATECH = 5, Tc_ENGINEERING = 5) |
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See above origin vs design tech.
| id = "plasmachainsaw" | ||
| req_tech = list(Tc_MATERIALS = 4, Tc_PLASMATECH = 5, Tc_ENGINEERING = 5) | ||
| build_type = PROTOLATHE | ||
| materials = list(MAT_IRON = 6000, MAT_GLASS = 1000, MAT_PLASMA = 6000) |
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See above increased cost or slowing of toolspeed.
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Okay git fucked it, I'm done. I can't deal with this jumble of bullshit. Sorry, no chainsaw. |
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I told you man, don't bother with git, browsercode instead. |
| if(istype(src, /obj/item/weapon/gun/projectile/mosin/obrez)) | ||
| return | ||
| if(istype(A, /obj/item/tool/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter)) | ||
| if(istype(A, /obj/item/tool/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter) || istype(A, /obj/item/weapon/pickaxe/drill/orangetransparentchainsaw |
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| if(istype(A, /obj/item/tool/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter) || istype(A, /obj/item/weapon/pickaxe/drill/orangetransparentchainsaw | |
| if(istype(A, /obj/item/tool/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter) || istype(A, /obj/item/weapon/pickaxe/drill/orangetransparentchainsaw)) |
Seems to be the only real issue here
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@Cairo283 your only issue it seems was the missing 2 parentheses in the aforementioned comment/review. Just merge that suggested change (can be done in-browser) and it should compile again. |
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Also, while I agree that this chainsaw would make mining extremely fast without diamond, it could be tweaked such that if it mines ICE tiles, it's as fast as a diamond drill (i.e: only useful in snaxi), else it's about as good as a diamond pickaxe (fast but not instant). |
Finally we can properly cut through ice and look stylish while doing it!
What this does
Adds the Orange Transparent chainsaw as an actual mining tool on top of the one we already have, with this one being intended for cutting shit rather than surgery (but you can do surgery with it, too). Buildable via R&D after deconstructing a plasma beaker to reach plasma tech 5. Also adds the ice miner's helmet and winter coat to snowman's land vending machines via coin.
Why it's good
An orange transparent chainsaw that you can actually cut through ice with! And withsnazzy clothes to go with it, you too can larp as a plastic figure from the late 90s.
How it was tested
Tested on a locally hosted server.
Changelog
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