mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-16 21:17:39 +03:00
@@ -464,14 +464,6 @@ PosterLegitEnlist: null
|
||||
PosterLegitNoErp: null
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||||
PosterContrabandEnlistGorlex: null
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||||
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||||
# 2025-04-26
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||||
WeaponTetherGun: null
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||||
WeaponForceGun: null
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||||
WeaponGrapplingGun: null
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||||
BorgModuleGrapplingGun: null
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||||
WeaponForceGunAdmin: null
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||||
WeaponTetherGunAdmin: null
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||||
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||||
# Lavaland EE stuff
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||||
TreasureDatadiskEncrypted: null
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||||
VendingMachineBoozeSyndicate: VendingMachineBooze
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||||
@@ -8,7 +8,7 @@
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||||
FlashlightLantern: 2
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||||
HandheldGPSBasic: 2
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||||
RadioHandheld: 2
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||||
# WeaponGrapplingGun: 2
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||||
WeaponGrapplingGun: 2
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||||
WeaponProtoKineticAccelerator: 4
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||||
# WD EDIT START
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||||
contrabandInventory:
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||||
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||||
@@ -20,8 +20,8 @@
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||||
cost: 500
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||||
- id: SeismicCharge
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||||
cost: 1000
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||||
# - id: WeaponGrapplingGun
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||||
# cost: 300
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||||
- id: WeaponGrapplingGun
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||||
cost: 300
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||||
# TODO: laser pointer 300, toy facehugger 300
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||||
# TODO: stabilizing serum for 400
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||||
- id: FultonBeacon
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||||
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||||
@@ -210,7 +210,7 @@
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||||
weight: 0.5
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||||
- id: OxygenTankFilled
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||||
- id: WelderIndustrial
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||||
# - id: WeaponGrapplingGun
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||||
- id: WeaponGrapplingGun
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||||
- !type:GroupSelector
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||||
children:
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||||
- id: ClothingHeadHatWelding
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||||
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||||
@@ -259,21 +259,21 @@
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||||
- type: BorgModuleIcon
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||||
icon: { sprite: Interface/Actions/actions_borg.rsi, state: pka-module }
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||||
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||||
# - type: entity
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||||
# id: BorgModuleGrapplingGun
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||||
# parent: [ BaseBorgModuleCargo, BaseProviderBorgModule ]
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||||
# name: grappling gun cyborg module
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||||
# components:
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||||
# - type: Sprite
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||||
# layers:
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||||
# - state: cargo
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||||
# - state: icon-grappling-gun
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||||
# - type: ItemBorgModule
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||||
# items:
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||||
# - WeaponGrapplingGun
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||||
# - HandheldGPSBasic
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||||
# - type: BorgModuleIcon
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||||
# icon: { sprite: Interface/Actions/actions_borg.rsi, state: grappling-module }
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||||
- type: entity
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||||
id: BorgModuleGrapplingGun
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||||
parent: [ BaseBorgModuleCargo, BaseProviderBorgModule ]
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||||
name: grappling gun cyborg module
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||||
components:
|
||||
- type: Sprite
|
||||
layers:
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||||
- state: cargo
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||||
- state: icon-grappling-gun
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||||
- type: ItemBorgModule
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||||
items:
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||||
- WeaponGrapplingGun
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||||
- HandheldGPSBasic
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||||
- type: BorgModuleIcon
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||||
icon: { sprite: Interface/Actions/actions_borg.rsi, state: grappling-module }
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||||
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||||
# engineering modules
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||||
- type: entity
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||||
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||||
@@ -202,229 +202,229 @@
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||||
shape:
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||||
- 0,0,5,1
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||||
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||||
# - type: entity
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||||
# name: tether gun
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||||
# parent:
|
||||
# - BaseItem
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||||
# - PowerCellSlotMediumItem
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||||
# id: WeaponTetherGun
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||||
# description: Manipulates gravity around objects to fling them at high velocities.
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||||
# components:
|
||||
# - type: Item
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||||
# storedRotation: -90
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||||
# size: Large # WWDP Guns resize
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||||
# shape:
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||||
# - 0,0,5,1
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||||
# - type: TetherGun
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||||
# frequency: 5
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||||
# dampingRatio: 4
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||||
# - type: ItemToggle
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||||
# onUse: false
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||||
# - type: PowerCellDraw
|
||||
# - type: ToggleCellDraw
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||||
# - type: Sprite
|
||||
# sprite: Objects/Weapons/Guns/Launchers/tether_gun.rsi
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||||
# layers:
|
||||
# - state: base
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||||
# - state: base-unshaded
|
||||
# map: [ "unshaded" ]
|
||||
# shader: unshaded
|
||||
# visible: false
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||||
# - type: ToggleableLightVisuals
|
||||
# spriteLayer: unshaded
|
||||
# inhandVisuals:
|
||||
# left:
|
||||
# - state: inhand-left-unshaded
|
||||
# shader: unshaded
|
||||
# right:
|
||||
# - state: inhand-right-unshaded
|
||||
# shader: unshaded
|
||||
# - type: Appearance
|
||||
# - type: GenericVisualizer
|
||||
# visuals:
|
||||
# enum.TetherVisualsStatus.Key:
|
||||
# unshaded:
|
||||
# True: { visible: true }
|
||||
# False: { visible: false }
|
||||
- type: entity
|
||||
name: tether gun
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||||
parent:
|
||||
- BaseItem
|
||||
- PowerCellSlotMediumItem
|
||||
id: WeaponTetherGun
|
||||
description: Manipulates gravity around objects to fling them at high velocities.
|
||||
components:
|
||||
- type: Item
|
||||
storedRotation: -90
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||||
size: Large # WWDP Guns resize
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||||
shape:
|
||||
- 0,0,5,1
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||||
- type: TetherGun
|
||||
frequency: 5
|
||||
dampingRatio: 4
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||||
- type: ItemToggle
|
||||
onUse: false
|
||||
- type: PowerCellDraw
|
||||
- type: ToggleCellDraw
|
||||
- type: Sprite
|
||||
sprite: Objects/Weapons/Guns/Launchers/tether_gun.rsi
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||||
layers:
|
||||
- state: base
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||||
- state: base-unshaded
|
||||
map: [ "unshaded" ]
|
||||
shader: unshaded
|
||||
visible: false
|
||||
- type: ToggleableLightVisuals
|
||||
spriteLayer: unshaded
|
||||
inhandVisuals:
|
||||
left:
|
||||
- state: inhand-left-unshaded
|
||||
shader: unshaded
|
||||
right:
|
||||
- state: inhand-right-unshaded
|
||||
shader: unshaded
|
||||
- type: Appearance
|
||||
- type: GenericVisualizer
|
||||
visuals:
|
||||
enum.TetherVisualsStatus.Key:
|
||||
unshaded:
|
||||
True: { visible: true }
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||||
False: { visible: false }
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||||
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||||
# - type: entity
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||||
# name: force gun
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||||
# parent:
|
||||
# - BaseItem
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||||
# - PowerCellSlotMediumItem
|
||||
# id: WeaponForceGun
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||||
# description: Manipulates gravity around objects to fling them at high velocities.
|
||||
# components:
|
||||
# - type: Item
|
||||
# storedRotation: -90
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||||
# size: Large # WWDP Guns resize
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||||
# shape:
|
||||
# - 0,0,5,1
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||||
# - type: ForceGun
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||||
# frequency: 15
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||||
# dampingRatio: 4
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||||
# massLimit: 50
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||||
# lineColor: "#18a2d5"
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||||
# soundLaunch:
|
||||
# path: /Audio/Weapons/soup.ogg
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||||
# params:
|
||||
# volume: 2
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||||
# - type: ItemToggle
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||||
# onUse: false
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||||
# - type: PowerCellDraw
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||||
# - type: ToggleCellDraw
|
||||
# - type: Sprite
|
||||
# sprite: Objects/Weapons/Guns/Launchers/force_gun.rsi
|
||||
# layers:
|
||||
# - state: base
|
||||
# - state: base-unshaded
|
||||
# map: [ "unshaded" ]
|
||||
# shader: unshaded
|
||||
# visible: false
|
||||
# - type: ToggleableLightVisuals
|
||||
# spriteLayer: unshaded
|
||||
# inhandVisuals:
|
||||
# left:
|
||||
# - state: inhand-left-unshaded
|
||||
# shader: unshaded
|
||||
# right:
|
||||
# - state: inhand-right-unshaded
|
||||
# shader: unshaded
|
||||
# - type: Appearance
|
||||
# - type: GenericVisualizer
|
||||
# visuals:
|
||||
# enum.TetherVisualsStatus.Key:
|
||||
# unshaded:
|
||||
# True: { visible: true }
|
||||
# False: { visible: false }
|
||||
- type: entity
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||||
name: force gun
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||||
parent:
|
||||
- BaseItem
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||||
- PowerCellSlotMediumItem
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||||
id: WeaponForceGun
|
||||
description: Manipulates gravity around objects to fling them at high velocities.
|
||||
components:
|
||||
- type: Item
|
||||
storedRotation: -90
|
||||
size: Large # WWDP Guns resize
|
||||
shape:
|
||||
- 0,0,5,1
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||||
- type: ForceGun
|
||||
frequency: 15
|
||||
dampingRatio: 4
|
||||
massLimit: 50
|
||||
lineColor: "#18a2d5"
|
||||
soundLaunch:
|
||||
path: /Audio/Weapons/soup.ogg
|
||||
params:
|
||||
volume: 2
|
||||
- type: ItemToggle
|
||||
onUse: false
|
||||
- type: PowerCellDraw
|
||||
- type: ToggleCellDraw
|
||||
- type: Sprite
|
||||
sprite: Objects/Weapons/Guns/Launchers/force_gun.rsi
|
||||
layers:
|
||||
- state: base
|
||||
- state: base-unshaded
|
||||
map: [ "unshaded" ]
|
||||
shader: unshaded
|
||||
visible: false
|
||||
- type: ToggleableLightVisuals
|
||||
spriteLayer: unshaded
|
||||
inhandVisuals:
|
||||
left:
|
||||
- state: inhand-left-unshaded
|
||||
shader: unshaded
|
||||
right:
|
||||
- state: inhand-right-unshaded
|
||||
shader: unshaded
|
||||
- type: Appearance
|
||||
- type: GenericVisualizer
|
||||
visuals:
|
||||
enum.TetherVisualsStatus.Key:
|
||||
unshaded:
|
||||
True: { visible: true }
|
||||
False: { visible: false }
|
||||
|
||||
# - type: entity
|
||||
# name: grappling gun
|
||||
# parent: BaseItem
|
||||
# id: WeaponGrapplingGun
|
||||
# components:
|
||||
# - type: AmmoCounter
|
||||
# - type: GrapplingGun
|
||||
# - type: Gun
|
||||
# soundGunshot: /Audio/Weapons/Guns/Gunshots/harpoon.ogg
|
||||
# fireRate: 0.5
|
||||
# clumsyProof: true
|
||||
# - type: BasicEntityAmmoProvider
|
||||
# proto: GrapplingHook
|
||||
# capacity: 1
|
||||
# - type: Sprite
|
||||
# sprite: Objects/Weapons/Guns/Launchers/grappling_gun.rsi
|
||||
# layers:
|
||||
# - state: base
|
||||
# - state: base-unshaded
|
||||
# map: [ "unshaded" ]
|
||||
# visible: true
|
||||
# - type: UseDelay
|
||||
# delay: 1.5
|
||||
# - type: Appearance
|
||||
# - type: GenericVisualizer
|
||||
# visuals:
|
||||
# enum.TetherVisualsStatus.Key:
|
||||
# unshaded:
|
||||
# True: { state: base-unshaded }
|
||||
# False: { state: base-unshaded-off }
|
||||
# - type: Item # WWDP Guns resize
|
||||
# size: Small
|
||||
# shape:
|
||||
# - 0,0,1,0
|
||||
# - 0,1,0,1
|
||||
- type: entity
|
||||
name: grappling gun
|
||||
parent: BaseItem
|
||||
id: WeaponGrapplingGun
|
||||
components:
|
||||
- type: AmmoCounter
|
||||
- type: GrapplingGun
|
||||
- type: Gun
|
||||
soundGunshot: /Audio/Weapons/Guns/Gunshots/harpoon.ogg
|
||||
fireRate: 0.5
|
||||
clumsyProof: true
|
||||
- type: BasicEntityAmmoProvider
|
||||
proto: GrapplingHook
|
||||
capacity: 1
|
||||
- type: Sprite
|
||||
sprite: Objects/Weapons/Guns/Launchers/grappling_gun.rsi
|
||||
layers:
|
||||
- state: base
|
||||
- state: base-unshaded
|
||||
map: [ "unshaded" ]
|
||||
visible: true
|
||||
- type: UseDelay
|
||||
delay: 1.5
|
||||
- type: Appearance
|
||||
- type: GenericVisualizer
|
||||
visuals:
|
||||
enum.TetherVisualsStatus.Key:
|
||||
unshaded:
|
||||
True: { state: base-unshaded }
|
||||
False: { state: base-unshaded-off }
|
||||
- type: Item # WWDP Guns resize
|
||||
size: Small
|
||||
shape:
|
||||
- 0,0,1,0
|
||||
- 0,1,0,1
|
||||
|
||||
# # Admeme
|
||||
# - type: entity
|
||||
# name: tether gun
|
||||
# parent: BaseItem
|
||||
# id: WeaponTetherGunAdmin
|
||||
# suffix: Admeme
|
||||
# description: Manipulates gravity around objects to fling them at high velocities.
|
||||
# components:
|
||||
# - type: TetherGun
|
||||
# canTetherAlive: true
|
||||
# canUnanchor: true
|
||||
# maxForce: 10000
|
||||
# massLimit: 10000
|
||||
# dampingRatio: 4
|
||||
# frequency: 20
|
||||
# - type: Sprite
|
||||
# sprite: Objects/Weapons/Guns/Launchers/tether_gun.rsi
|
||||
# layers:
|
||||
# - state: base
|
||||
# - state: base-unshaded
|
||||
# map: [ "unshaded" ]
|
||||
# shader: unshaded
|
||||
# visible: false
|
||||
# - type: ToggleableLightVisuals
|
||||
# spriteLayer: unshaded
|
||||
# inhandVisuals:
|
||||
# left:
|
||||
# - state: inhand-left-unshaded
|
||||
# shader: unshaded
|
||||
# right:
|
||||
# - state: inhand-right-unshaded
|
||||
# shader: unshaded
|
||||
# - type: Appearance
|
||||
# - type: GenericVisualizer
|
||||
# visuals:
|
||||
# enum.TetherVisualsStatus.Key:
|
||||
# unshaded:
|
||||
# True: { visible: true }
|
||||
# False: { visible: false }
|
||||
# - type: GiftIgnore # WD EDIT
|
||||
# - type: Item # WWDP guns resize
|
||||
# size: Large
|
||||
# shape:
|
||||
# - 0,0,5,1
|
||||
# Admeme
|
||||
- type: entity
|
||||
name: tether gun
|
||||
parent: BaseItem
|
||||
id: WeaponTetherGunAdmin
|
||||
suffix: Admeme
|
||||
description: Manipulates gravity around objects to fling them at high velocities.
|
||||
components:
|
||||
- type: TetherGun
|
||||
canTetherAlive: true
|
||||
canUnanchor: true
|
||||
maxForce: 10000
|
||||
massLimit: 10000
|
||||
dampingRatio: 4
|
||||
frequency: 20
|
||||
- type: Sprite
|
||||
sprite: Objects/Weapons/Guns/Launchers/tether_gun.rsi
|
||||
layers:
|
||||
- state: base
|
||||
- state: base-unshaded
|
||||
map: [ "unshaded" ]
|
||||
shader: unshaded
|
||||
visible: false
|
||||
- type: ToggleableLightVisuals
|
||||
spriteLayer: unshaded
|
||||
inhandVisuals:
|
||||
left:
|
||||
- state: inhand-left-unshaded
|
||||
shader: unshaded
|
||||
right:
|
||||
- state: inhand-right-unshaded
|
||||
shader: unshaded
|
||||
- type: Appearance
|
||||
- type: GenericVisualizer
|
||||
visuals:
|
||||
enum.TetherVisualsStatus.Key:
|
||||
unshaded:
|
||||
True: { visible: true }
|
||||
False: { visible: false }
|
||||
- type: GiftIgnore # WD EDIT
|
||||
- type: Item # WWDP guns resize
|
||||
size: Large
|
||||
shape:
|
||||
- 0,0,5,1
|
||||
|
||||
# - type: entity
|
||||
# name: force gun
|
||||
# parent: BaseItem
|
||||
# id: WeaponForceGunAdmin
|
||||
# suffix: Admeme
|
||||
# description: Manipulates gravity around objects to fling them at high velocities.
|
||||
# components:
|
||||
# - type: ForceGun
|
||||
# canTetherAlive: true
|
||||
# canUnanchor: true
|
||||
# maxForce: 10000
|
||||
# massLimit: 10000
|
||||
# frequency: 15
|
||||
# dampingRatio: 4
|
||||
# throwForce: 50
|
||||
# throwDistance: 100
|
||||
# lineColor: "#18a2d5"
|
||||
# - type: Sprite
|
||||
# sprite: Objects/Weapons/Guns/Launchers/force_gun.rsi
|
||||
# layers:
|
||||
# - state: base
|
||||
# - state: base-unshaded
|
||||
# map: [ "unshaded" ]
|
||||
# shader: unshaded
|
||||
# visible: false
|
||||
# - type: ToggleableLightVisuals
|
||||
# spriteLayer: unshaded
|
||||
# inhandVisuals:
|
||||
# left:
|
||||
# - state: inhand-left-unshaded
|
||||
# shader: unshaded
|
||||
# right:
|
||||
# - state: inhand-right-unshaded
|
||||
# shader: unshaded
|
||||
# - type: Appearance
|
||||
# - type: GenericVisualizer
|
||||
# visuals:
|
||||
# enum.TetherVisualsStatus.Key:
|
||||
# unshaded:
|
||||
# True: { visible: true }
|
||||
# False: { visible: false }
|
||||
# - type: GiftIgnore # WD EDIT
|
||||
# - type: Item # WWDP guns resize
|
||||
# size: Large
|
||||
# shape:
|
||||
# - 0,0,5,1
|
||||
- type: entity
|
||||
name: force gun
|
||||
parent: BaseItem
|
||||
id: WeaponForceGunAdmin
|
||||
suffix: Admeme
|
||||
description: Manipulates gravity around objects to fling them at high velocities.
|
||||
components:
|
||||
- type: ForceGun
|
||||
canTetherAlive: true
|
||||
canUnanchor: true
|
||||
maxForce: 10000
|
||||
massLimit: 10000
|
||||
frequency: 15
|
||||
dampingRatio: 4
|
||||
throwForce: 50
|
||||
throwDistance: 100
|
||||
lineColor: "#18a2d5"
|
||||
- type: Sprite
|
||||
sprite: Objects/Weapons/Guns/Launchers/force_gun.rsi
|
||||
layers:
|
||||
- state: base
|
||||
- state: base-unshaded
|
||||
map: [ "unshaded" ]
|
||||
shader: unshaded
|
||||
visible: false
|
||||
- type: ToggleableLightVisuals
|
||||
spriteLayer: unshaded
|
||||
inhandVisuals:
|
||||
left:
|
||||
- state: inhand-left-unshaded
|
||||
shader: unshaded
|
||||
right:
|
||||
- state: inhand-right-unshaded
|
||||
shader: unshaded
|
||||
- type: Appearance
|
||||
- type: GenericVisualizer
|
||||
visuals:
|
||||
enum.TetherVisualsStatus.Key:
|
||||
unshaded:
|
||||
True: { visible: true }
|
||||
False: { visible: false }
|
||||
- type: GiftIgnore # WD EDIT
|
||||
- type: Item # WWDP guns resize
|
||||
size: Large
|
||||
shape:
|
||||
- 0,0,5,1
|
||||
|
||||
- type: entity
|
||||
name: meteor launcher
|
||||
|
||||
@@ -982,40 +982,40 @@
|
||||
color: orange
|
||||
energy: 0.5
|
||||
|
||||
# - type: entity
|
||||
# id: GrapplingHook
|
||||
# name: grappling hook
|
||||
# categories: [ HideSpawnMenu ]
|
||||
# components:
|
||||
# - type: EmbeddableProjectile
|
||||
# deleteOnRemove: true
|
||||
# - type: Clickable
|
||||
# - type: InteractionOutline
|
||||
# - type: Sprite
|
||||
# noRot: false
|
||||
# sprite: Objects/Weapons/Guns/Launchers/grappling_gun.rsi
|
||||
# layers:
|
||||
# - state: hook
|
||||
# - type: Physics
|
||||
# bodyType: Dynamic
|
||||
# linearDamping: 0
|
||||
# angularDamping: 0
|
||||
# - type: Projectile
|
||||
# deleteOnCollide: false
|
||||
# damage:
|
||||
# types:
|
||||
# Blunt: 0
|
||||
# - type: Fixtures
|
||||
# fixtures:
|
||||
# projectile:
|
||||
# shape:
|
||||
# !type:PhysShapeAabb
|
||||
# bounds: "-0.1,-0.1,0.1,0.1"
|
||||
# hard: false
|
||||
# mask:
|
||||
# - Impassable
|
||||
# - HighImpassable
|
||||
# - type: GrapplingProjectile
|
||||
- type: entity
|
||||
id: GrapplingHook
|
||||
name: grappling hook
|
||||
categories: [ HideSpawnMenu ]
|
||||
components:
|
||||
- type: EmbeddableProjectile
|
||||
deleteOnRemove: true
|
||||
- type: Clickable
|
||||
- type: InteractionOutline
|
||||
- type: Sprite
|
||||
noRot: false
|
||||
sprite: Objects/Weapons/Guns/Launchers/grappling_gun.rsi
|
||||
layers:
|
||||
- state: hook
|
||||
- type: Physics
|
||||
bodyType: Dynamic
|
||||
linearDamping: 0
|
||||
angularDamping: 0
|
||||
- type: Projectile
|
||||
deleteOnCollide: false
|
||||
damage:
|
||||
types:
|
||||
Blunt: 0
|
||||
- type: Fixtures
|
||||
fixtures:
|
||||
projectile:
|
||||
shape:
|
||||
!type:PhysShapeAabb
|
||||
bounds: "-0.1,-0.1,0.1,0.1"
|
||||
hard: false
|
||||
mask:
|
||||
- Impassable
|
||||
- HighImpassable
|
||||
- type: GrapplingProjectile
|
||||
|
||||
- type: entity
|
||||
name : disabler bolt smg
|
||||
|
||||
@@ -1,5 +1,3 @@
|
||||
# File: Resources/Prototypes/Entities/Virtual/tether.yml
|
||||
|
||||
- type: entity
|
||||
id: TetherEntity
|
||||
categories: [ HideSpawnMenu ]
|
||||
|
||||
@@ -65,10 +65,10 @@
|
||||
id: ScienceWeapons
|
||||
recipes:
|
||||
- WeaponPistolCHIMP
|
||||
# - WeaponForceGun - EE EDIT
|
||||
- WeaponForceGun
|
||||
- WeaponLaserSvalinn
|
||||
- WeaponProtoKineticAccelerator
|
||||
# - WeaponTetherGun - EE EDIT
|
||||
- WeaponTetherGun
|
||||
- WeaponGauntletGorilla
|
||||
# EE EDIT START
|
||||
# - WeaponCivilianDisabler - WD EDIT
|
||||
|
||||
@@ -151,15 +151,15 @@
|
||||
Steel: 600
|
||||
Glass: 200
|
||||
|
||||
# - type: latheRecipe
|
||||
# id: WeaponForceGun
|
||||
# result: WeaponForceGun
|
||||
# category: Tools
|
||||
# completetime: 5
|
||||
# materials:
|
||||
# Steel: 500
|
||||
# Glass: 400
|
||||
# Silver: 200
|
||||
- type: latheRecipe
|
||||
id: WeaponForceGun
|
||||
result: WeaponForceGun
|
||||
category: Tools
|
||||
completetime: 5
|
||||
materials:
|
||||
Steel: 500
|
||||
Glass: 400
|
||||
Silver: 200
|
||||
|
||||
- type: latheRecipe
|
||||
id: DeviceQuantumSpinInverter
|
||||
@@ -180,25 +180,25 @@
|
||||
Glass: 500
|
||||
Silver: 100
|
||||
|
||||
# - type: latheRecipe
|
||||
# id: WeaponTetherGun
|
||||
# result: WeaponTetherGun
|
||||
# category: Tools
|
||||
# completetime: 5
|
||||
# materials:
|
||||
# Steel: 500
|
||||
# Glass: 400
|
||||
# Silver: 100
|
||||
- type: latheRecipe
|
||||
id: WeaponTetherGun
|
||||
result: WeaponTetherGun
|
||||
category: Tools
|
||||
completetime: 5
|
||||
materials:
|
||||
Steel: 500
|
||||
Glass: 400
|
||||
Silver: 100
|
||||
|
||||
# - type: latheRecipe
|
||||
# id: WeaponGrapplingGun
|
||||
# result: WeaponGrapplingGun
|
||||
# category: Tools
|
||||
# completetime: 5
|
||||
# materials:
|
||||
# Steel: 500
|
||||
# Glass: 400
|
||||
# Gold: 100
|
||||
- type: latheRecipe
|
||||
id: WeaponGrapplingGun
|
||||
result: WeaponGrapplingGun
|
||||
category: Tools
|
||||
completetime: 5
|
||||
materials:
|
||||
Steel: 500
|
||||
Glass: 400
|
||||
Gold: 100
|
||||
|
||||
- type: latheRecipe
|
||||
id: ClothingEyesNightVisionGoggles
|
||||
|
||||
@@ -137,19 +137,19 @@
|
||||
- PicoManipulatorStockPart
|
||||
softCapContribution: 1.2
|
||||
|
||||
# - type: technology
|
||||
# id: GravityManipulation
|
||||
# name: research-technology-gravity-manipulation
|
||||
# icon:
|
||||
# sprite: Objects/Weapons/Guns/Launchers/tether_gun.rsi
|
||||
# state: base
|
||||
# discipline: Experimental
|
||||
# tier: 3
|
||||
# cost: 10000
|
||||
# recipeUnlocks:
|
||||
# - WeaponForceGun
|
||||
# - WeaponTetherGun
|
||||
# softCapContribution: 1.5
|
||||
- type: technology
|
||||
id: GravityManipulation
|
||||
name: research-technology-gravity-manipulation
|
||||
icon:
|
||||
sprite: Objects/Weapons/Guns/Launchers/tether_gun.rsi
|
||||
state: base
|
||||
discipline: Experimental
|
||||
tier: 3
|
||||
cost: 10000
|
||||
recipeUnlocks:
|
||||
- WeaponForceGun
|
||||
- WeaponTetherGun
|
||||
softCapContribution: 1.5
|
||||
|
||||
- type: technology
|
||||
id: QuantumLeaping
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
cost: 7500
|
||||
recipeUnlocks:
|
||||
- MiningDrill
|
||||
- WeaponGrapplingGun
|
||||
- MineralScannerEmpty
|
||||
- MechEquipmentDrill # Goobstation
|
||||
- OreProcessorIndustrialMachineCircuitboard
|
||||
|
||||
@@ -82,7 +82,7 @@
|
||||
- BorgModuleCargo
|
||||
|
||||
defaultModules:
|
||||
# - BorgModuleGrapplingGun
|
||||
- BorgModuleGrapplingGun
|
||||
- BorgModuleMining
|
||||
- BorgModuleAppraisal
|
||||
- BorgModulePKA # Lavaland
|
||||
|
||||
@@ -29,7 +29,7 @@
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="Wrench" Caption="Промышленность"/>
|
||||
<GuideEntityEmbed Entity="Syringe" Caption="Биохимия"/>
|
||||
<GuideEntityEmbed Entity="DeviceQuantumSpinInverter" Caption="Экспериментальные"/>
|
||||
<GuideEntityEmbed Entity="WeaponTetherGun" Caption="Экспериментальные"/>
|
||||
<GuideEntityEmbed Entity="ComputerTelevision" Caption="Гражданские службы"/>
|
||||
<GuideEntityEmbed Entity="WeaponXrayCannon" Caption="Арсенал"/>
|
||||
</Box>
|
||||
|
||||
Reference in New Issue
Block a user