From 942b41db5ad877a6b59a04cba12c546f63aa3297 Mon Sep 17 00:00:00 2001 From: SkyratBot <59378654+SkyratBot@users.noreply.github.com> Date: Mon, 23 Oct 2023 18:13:12 +0200 Subject: [PATCH] [MIRROR] Completely deprecates reagents in protolathe/circuit imprinter/techfab designs [MDB IGNORE] (#24467) * Completely deprecates reagents in protolathe/circuit imprinter/techfab designs (#78939) A long time ago, it was common for designs to cost reagents in addition to normal materials. Every circuit board used to require sulfuric acid, for example. However, these designs have slowly been whittled away, and only two remain: the death syphon PKA modkit, which costs blood, and paint remover in the service lathe, which costs acetone. Although these two designs still use the old system, it is very outdated, and it shows. TGUI doesn't take reagent costs into account at all. Reagent costs aren't displayed on mouse over like material costs, and the design won't be greyed out if there necessary reagents aren't present. If you try and fail to print one of the two designs, the protolathe will tell you that reagents are missing, but it won't say what reagents. In fact, there is not way to find out what reagents are required without code diving. In light of how outdated and unsupported this system is, I think it makes sense to deprecate it almost entirely.* Now, protolathes, circuit imprinters and techfabs will no longer take reagent costs into account at all, even if a design does define reagent costs. The machines also no longer need beakers to be built, and reagents can't be transferred into them. The two remaining designs that did use reagent costs now don't, and I've updated the designs unit test to fail if any non-limbgrower design does set any reagent costs. *Limb growers are the exception, as they're fully functional and work fine. :cl: del: Protolathe/circuit imprinter/techfab designs costing reagents is now totally deprecated. /:cl: * Completely deprecates reagents in protolathe/circuit imprinter/techfab designs * medigun reagent removal --------- Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> --- .../machines/machine_circuitboards.dm | 6 +-- code/modules/mining/lavaland/tendril_loot.dm | 1 - code/modules/research/designs.dm | 2 +- code/modules/research/designs/misc_designs.dm | 1 - .../modules/research/machinery/_production.dm | 22 +-------- code/modules/unit_tests/designs.dm | 2 + .../modules/cellguns/code/medigun_research.dm | 47 ++++++++++++++++--- 7 files changed, 47 insertions(+), 34 deletions(-) diff --git a/code/game/objects/items/circuitboards/machines/machine_circuitboards.dm b/code/game/objects/items/circuitboards/machines/machine_circuitboards.dm index 2fd3714342c..c7ba71596a6 100644 --- a/code/game/objects/items/circuitboards/machines/machine_circuitboards.dm +++ b/code/game/objects/items/circuitboards/machines/machine_circuitboards.dm @@ -462,7 +462,7 @@ req_components = list( /datum/stock_part/matter_bin = 1, /datum/stock_part/servo = 1, - /obj/item/reagent_containers/cup/beaker = 2) + ) /obj/item/circuitboard/machine/circuit_imprinter/offstation name = "Ancient Circuit Imprinter" @@ -513,7 +513,7 @@ req_components = list( /datum/stock_part/matter_bin = 2, /datum/stock_part/servo = 2, - /obj/item/reagent_containers/cup/beaker = 2) + ) /obj/item/circuitboard/machine/protolathe/offstation name = "Ancient Protolathe" @@ -601,7 +601,7 @@ req_components = list( /datum/stock_part/matter_bin = 2, /datum/stock_part/servo = 2, - /obj/item/reagent_containers/cup/beaker = 2) + ) /obj/item/circuitboard/machine/techfab/department name = "\improper Departmental Techfab" diff --git a/code/modules/mining/lavaland/tendril_loot.dm b/code/modules/mining/lavaland/tendril_loot.dm index 07079516fc1..28c51a38c86 100644 --- a/code/modules/mining/lavaland/tendril_loot.dm +++ b/code/modules/mining/lavaland/tendril_loot.dm @@ -60,7 +60,6 @@ desc = "A device which causes kinetic accelerators to permanently gain damage against creature types killed with it." id = "bountymod" materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/silver = SHEET_MATERIAL_AMOUNT*2, /datum/material/gold = SHEET_MATERIAL_AMOUNT*2, /datum/material/bluespace = SHEET_MATERIAL_AMOUNT*2) - reagents_list = list(/datum/reagent/blood = 40) build_path = /obj/item/borg/upgrade/modkit/bounty //Spooky special loot diff --git a/code/modules/research/designs.dm b/code/modules/research/designs.dm index c7c2d1d1d58..a7124bf122b 100644 --- a/code/modules/research/designs.dm +++ b/code/modules/research/designs.dm @@ -39,7 +39,7 @@ other types of metals and chemistry for reagents). var/make_reagent /// What categories this design falls under. Used for sorting in production machines. var/list/category = list() - /// List of reagents required to create one unit of the product. + /// List of reagents required to create one unit of the product. Currently only supported by the limb grower. var/list/reagents_list = list() /// The maximum number of units of whatever is produced by this can be produced in one go. var/maxstack = 1 diff --git a/code/modules/research/designs/misc_designs.dm b/code/modules/research/designs/misc_designs.dm index 3f4d4b8f8ec..fcbf39ec794 100644 --- a/code/modules/research/designs/misc_designs.dm +++ b/code/modules/research/designs/misc_designs.dm @@ -588,7 +588,6 @@ id = "paint_remover" build_type = PROTOLATHE | AWAY_LATHE materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT) - reagents_list = list(/datum/reagent/acetone = 60) build_path = /obj/item/paint/paint_remover category = list( RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_JANITORIAL diff --git a/code/modules/research/machinery/_production.dm b/code/modules/research/machinery/_production.dm index e5a426d3a1e..4668753f048 100644 --- a/code/modules/research/machinery/_production.dm +++ b/code/modules/research/machinery/_production.dm @@ -45,7 +45,6 @@ TRUE, \ ) - create_reagents(0, OPENCONTAINER) RefreshParts() update_icon(UPDATE_OVERLAYS) @@ -185,13 +184,6 @@ /obj/machinery/rnd/production/proc/calculate_efficiency() efficiency_coeff = 1 - if(reagents) - reagents.maximum_volume = 0 - - for(var/obj/item/reagent_containers/cup/beaker in component_parts) - reagents.maximum_volume += beaker.volume - beaker.reagents.trans_to(src, beaker.reagents.total_volume) - if(materials) var/total_storage = 0 @@ -207,12 +199,6 @@ efficiency_coeff = max(total_rating, 0) -/obj/machinery/rnd/production/on_deconstruction() - for(var/obj/item/reagent_containers/cup/G in component_parts) - reagents.trans_to(G, G.reagents.maximum_volume) - - return ..() - /obj/machinery/rnd/production/proc/do_print(path, amount) for(var/i in 1 to amount) new path(get_turf(src)) @@ -263,14 +249,10 @@ print_quantity = clamp(print_quantity, 1, 50) var/coefficient = build_efficiency(design.build_path) - //check if sufficient materials/reagents are available + //check if sufficient materials are available if(!materials.mat_container.has_materials(design.materials, coefficient, print_quantity)) say("Not enough materials to complete prototype[print_quantity > 1? "s" : ""].") return FALSE - for(var/reagent in design.reagents_list) - if(!reagents.has_reagent(reagent, design.reagents_list[reagent] * print_quantity * coefficient)) - say("Not enough reagents to complete prototype[print_quantity > 1? "s" : ""].") - return FALSE //use power var/power = active_power_usage @@ -305,8 +287,6 @@ //consume materials materials.use_materials(design.materials, coefficient, print_quantity, "built", "[design.name]") - for(var/reagent in design.reagents_list) - reagents.remove_reagent(reagent, design.reagents_list[reagent] * print_quantity * coefficient) //produce item busy = TRUE if(production_animation) diff --git a/code/modules/unit_tests/designs.dm b/code/modules/unit_tests/designs.dm index a9cda144649..0495ebdc7d9 100644 --- a/code/modules/unit_tests/designs.dm +++ b/code/modules/unit_tests/designs.dm @@ -18,6 +18,8 @@ TEST_FAIL("Design [current_design.type] requires materials but does not have have any build_path or make_reagent set") else if (!isnull(current_design.build_path) || !isnull(current_design.build_path)) // //Design requires no materials but creates stuff TEST_FAIL("Design [current_design.type] requires NO materials but has build_path or make_reagent set") + if (length(current_design.reagents_list) && !(current_design.build_type & LIMBGROWER)) + TEST_FAIL("Design [current_design.type] requires reagents but isn't a limb grower design. Reagent costs are only supported by limb grower designs") for(var/path in subtypesof(/datum/design/surgery)) var/datum/design/surgery/current_design = new path //Create an instance of each design diff --git a/modular_skyrat/modules/cellguns/code/medigun_research.dm b/modular_skyrat/modules/cellguns/code/medigun_research.dm index 7907d6675f7..a873ebac664 100644 --- a/modular_skyrat/modules/cellguns/code/medigun_research.dm +++ b/modular_skyrat/modules/cellguns/code/medigun_research.dm @@ -25,32 +25,48 @@ name = "Brute II Medicell" desc = "Gives cell-loaded mediguns improved brute damage healing functionality." id = "brute2medicell" +<<<<<<< HEAD materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT) reagents_list = list(/datum/reagent/medicine/c2/libital = 10) +======= + materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3) +>>>>>>> b3216469e ([MIRROR] Completely deprecates reagents in protolathe/circuit imprinter/techfab designs [MDB IGNORE] (#24467)) build_path = /obj/item/weaponcell/medical/brute/tier_2 /datum/design/medicell/burn2 name = "Burn II Medicell" desc = "Gives cell-loaded mediguns improved burn damage healing functionality." id = "burn2medicell" +<<<<<<< HEAD materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT) reagents_list = list(/datum/reagent/medicine/c2/aiuri = 10) +======= + materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3) +>>>>>>> b3216469e ([MIRROR] Completely deprecates reagents in protolathe/circuit imprinter/techfab designs [MDB IGNORE] (#24467)) build_path = /obj/item/weaponcell/medical/burn/tier_2 /datum/design/medicell/toxin2 name = "Toxin II Medicell" desc = "Gives cell-loaded mediguns improved toxin damage healing functionality." id = "toxin2medicell" +<<<<<<< HEAD materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT) reagents_list = list(/datum/reagent/medicine/c2/multiver = 10) +======= + materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3) +>>>>>>> b3216469e ([MIRROR] Completely deprecates reagents in protolathe/circuit imprinter/techfab designs [MDB IGNORE] (#24467)) build_path = /obj/item/weaponcell/medical/toxin/tier_2 /datum/design/medicell/oxy2 name = "Oxygen II Medicell" desc = "Gives cell-loaded mediguns improved oxygen deprivation healing functionality." id = "oxy2medicell" +<<<<<<< HEAD materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT) reagents_list = list(/datum/reagent/medicine/c2/convermol = 10) +======= + materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3) +>>>>>>> b3216469e ([MIRROR] Completely deprecates reagents in protolathe/circuit imprinter/techfab designs [MDB IGNORE] (#24467)) build_path = /obj/item/weaponcell/medical/oxygen/tier_2 //Tier 3 Medicells// @@ -59,31 +75,43 @@ name = "Brute III Medicell" desc = "Gives cell-loaded mediguns advanced brute damage healing functionality." id = "brute3medicell" +<<<<<<< HEAD materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5) reagents_list = list(/datum/reagent/medicine/sal_acid = 10) +======= + materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3) +>>>>>>> b3216469e ([MIRROR] Completely deprecates reagents in protolathe/circuit imprinter/techfab designs [MDB IGNORE] (#24467)) build_path = /obj/item/weaponcell/medical/brute/tier_3 /datum/design/medicell/burn3 name = "Burn III Medicell" desc = "Gives cell-loaded mediguns advanced burn damage healing functionality." id = "burn3medicell" +<<<<<<< HEAD materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5) reagents_list = list(/datum/reagent/medicine/oxandrolone = 10) +======= + materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3) +>>>>>>> b3216469e ([MIRROR] Completely deprecates reagents in protolathe/circuit imprinter/techfab designs [MDB IGNORE] (#24467)) build_path = /obj/item/weaponcell/medical/burn/tier_3 /datum/design/medicell/toxin3 name = "Toxin III Medicell" desc = "Gives cell-loaded mediguns advanced toxin damage healing functionality." id = "toxin3medicell" +<<<<<<< HEAD materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5) reagents_list = list(/datum/reagent/medicine/pen_acid = 10) +======= + materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3) +>>>>>>> b3216469e ([MIRROR] Completely deprecates reagents in protolathe/circuit imprinter/techfab designs [MDB IGNORE] (#24467)) build_path = /obj/item/weaponcell/medical/toxin/tier_3 /datum/design/medicell/oxy3 name = "Oxygen III Medicell" desc = "Gives cell-loaded mediguns advanced oxygen deprivation healing functionality." id = "oxy3medicell" - materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5) + materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3) build_path = /obj/item/weaponcell/medical/oxygen/tier_3 reagents_list = list(/datum/reagent/medicine/salbutamol = 10) @@ -97,7 +125,7 @@ name = "Clotting Medicell" desc = "Gives cell-loaded mediguns projectile-based coagulation functionality." id = "clotmedicell" - materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5) + materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5) build_path = /obj/item/weaponcell/medical/utility/clotting reagents_list = list(/datum/reagent/medicine/salglu_solution = 5, /datum/reagent/blood = 5) @@ -105,7 +133,7 @@ name = "Temperature Adjustment Medicell" desc = "Gives cell loaded-mediguns projectile-based body temperature regulation functionality." id = "tempmedicell" - materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5) + materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 3, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5) build_path = /obj/item/weaponcell/medical/utility/temperature reagents_list = list(/datum/reagent/medicine/leporazine = 10) @@ -113,34 +141,39 @@ name = "Hardlight Gown Medicell" desc = "Gives cell-loaded mediguns projectile-based hardlight gown deployment functionality." id = "gownmedicell" - materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT) + materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/weaponcell/medical/utility/hardlight_gown /datum/design/medicell/utility/bed name = "Hardlight Roller Bed Medicell" desc = "Gives cell-loaded mediguns projectile-based hardlight roller bed deployment functionality. Best used on already-horizontal patients." id = "bedmedicell" - materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT) + materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3, /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3) build_path = /obj/item/weaponcell/medical/utility/bed /datum/design/medicell/utility/salve name = "Empty Salve Medicell" desc = "An incomplete medicell that requires a leaf of aloe to fully realize its potential to provide projectile-embedding-based healing-over-time functionality." id = "salvemedicell" - materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT) + materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/device/custom_kit/empty_cell /datum/design/medicell/utility/body name = "Empty Body Teleporter Medicell" desc = "An incomplete medicell that requires a bluespace slime extract in order to provide projectile-based corpse retrieval functionality." id = "bodymedicell" - materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5, /datum/material/bluespace = SHEET_MATERIAL_AMOUNT) + materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5, /datum/material/bluespace = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/device/custom_kit/empty_cell/body_teleporter /datum/design/medicell/utility/relocation name = "Oppressive Force Relocation Medicell" desc = "Gives cell-loaded mediguns projectile-based rubbernecker relocation functionality, by dumping them into the Medbay lobby via eigenstate manipulation. Only works in Medbay when fired by authorized users." id = "relocatemedicell" +<<<<<<< HEAD materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5, /datum/material/bluespace = SHEET_MATERIAL_AMOUNT) reagents_list = list(/datum/reagent/eigenstate = 10) build_path = /obj/item/weaponcell/medical/utility/relocation +======= + materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 5, /datum/material/bluespace = SHEET_MATERIAL_AMOUNT) + build_path = /obj/item/device/custom_kit/empty_cell/relocator +>>>>>>> b3216469e ([MIRROR] Completely deprecates reagents in protolathe/circuit imprinter/techfab designs [MDB IGNORE] (#24467))