node: clockworkWindow
- type: Appearance
- type: DamageVisuals
- thresholds: [4, 8, 12]
- damageDivisor: 4
+ thresholds: [5, 10, 20]
+ damageDivisor: 3
trackAllDamage: true
damageOverlay:
sprite: Structures/Windows/cracks.rsi
node: windowClockworkDirectional
- type: Appearance
- type: DamageVisuals
- thresholds: [4, 8, 12]
- damageDivisor: 10
+ thresholds: [5, 10, 20]
+ damageDivisor: 1.5
trackAllDamage: true
damageOverlay:
sprite: Structures/Windows/cracks_directional.rsi
thresholds:
- trigger:
!type:DamageTrigger
- damage: 150
+ damage: 75
+ behaviors:
+ - !type:DoActsBehavior
+ acts: [ "Destruction" ]
+ - !type:PlaySoundBehavior
+ sound:
+ collection: WindowShatter
+ - trigger:
+ !type:DamageTrigger
+ damage: 37
behaviors:
- !type:PlaySoundBehavior
sound:
base: mwindow
- type: Appearance
- type: DamageVisuals
- thresholds: [4, 8, 12]
- damageDivisor: 6
+ thresholds: [5, 10, 20]
+ damageDivisor: 4
trackAllDamage: true
damageOverlay:
sprite: Structures/Windows/cracks.rsi
sprite: Structures/Windows/plasma_window.rsi
- type: Damageable
damageContainer: StructuralInorganic
- damageModifierSet: RGlass
+ damageModifierSet: Glass
- type: Destructible
thresholds:
- trigger:
!type:DamageTrigger
- damage: 120
+ damage: 150
behaviors:
- !type:DoActsBehavior
acts: [ "Destruction" ]
collection: WindowShatter
- trigger:
!type:DamageTrigger
- damage: 60
+ damage: 75
behaviors:
- !type:PlaySoundBehavior
sound:
node: plasmaWindow
- type: Appearance
- type: DamageVisuals
- thresholds: [4, 8, 12]
- damageDivisor: 3.333
+ thresholds: [5, 10, 20]
+ damageDivisor: 3
trackAllDamage: true
damageOverlay:
sprite: Structures/Windows/cracks.rsi
node: plasmaWindowDirectional
- type: Appearance
- type: DamageVisuals
- thresholds: [4, 8, 12]
- damageDivisor: 3.333
+ thresholds: [5, 10, 20]
+ damageDivisor: 1.5
trackAllDamage: true
damageOverlay:
sprite: Structures/Windows/cracks_directional.rsi
thresholds:
- trigger:
!type:DamageTrigger
- damage: 200
+ damage: 75
+ behaviors:
+ - !type:DoActsBehavior
+ acts: [ "Destruction" ]
+ - !type:PlaySoundBehavior
+ sound:
+ collection: WindowShatter
+ - trigger:
+ !type:DamageTrigger
+ damage: 37
behaviors:
- !type:PlaySoundBehavior
sound:
- !type:DoActsBehavior
acts: [ "Destruction" ]
- type: DamageVisuals
- thresholds: [4, 8, 12]
- damageDivisor: 28
+ thresholds: [5, 10, 20]
+ damageDivisor: 20
trackAllDamage: true
damageOverlay:
sprite: Structures/Windows/cracks.rsi
- !type:DoActsBehavior
acts: [ "Destruction" ]
- type: DamageVisuals
- thresholds: [4, 8, 12]
- damageDivisor: 28
+ thresholds: [5, 10, 20]
+ damageDivisor: 20
trackAllDamage: true
damageOverlay:
sprite: Structures/Windows/cracks_diagonal.rsi
node: reinforcedWindow
- type: Appearance
- type: DamageVisuals
- thresholds: [4, 8, 12]
- damageDivisor: 4
+ thresholds: [5, 10, 20]
+ damageDivisor: 3
trackAllDamage: true
damageOverlay:
sprite: Structures/Windows/cracks.rsi
-- type: entity
- parent: ReinforcedWindow
- id: TintedWindow
- name: tinted window
- components:
- - type: Sprite
- drawdepth: WallTops
- sprite: Structures/Windows/tinted_window.rsi
- - type: Icon
- sprite: Structures/Windows/tinted_window.rsi
- - type: IconSmooth
- base: twindow
- - type: Construction
- graph: Window
- node: tintedWindow
- - type: Occluder
- - type: StaticPrice
- price: 45
-
- type: entity
id: WindowReinforcedDirectional
parent: WindowDirectional
node: windowReinforcedDirectional
- type: Appearance
- type: DamageVisuals
- thresholds: [4, 8, 12]
- damageDivisor: 10
+ thresholds: [5, 10, 20]
+ damageDivisor: 1.5
trackAllDamage: true
damageOverlay:
sprite: Structures/Windows/cracks_directional.rsi
thresholds:
- trigger:
!type:DamageTrigger
- damage: 150 #excess damage (nuke?). avoid computational cost of spawning entities.
+ damage: 75
behaviors:
+ - !type:DoActsBehavior
+ acts: [ "Destruction" ]
- !type:PlaySoundBehavior
sound:
collection: WindowShatter
- - !type:DoActsBehavior
- acts: [ "Destruction" ]
- trigger:
!type:DamageTrigger
- damage: 50
+ damage: 37
behaviors:
- !type:PlaySoundBehavior
sound:
thresholds:
- trigger:
!type:DamageTrigger
- damage: 200
+ damage: 300
behaviors: #excess damage, don't spawn entities.
- !type:DoActsBehavior
acts: [ "Destruction" ]
collection: WindowShatter
- trigger:
!type:DamageTrigger
- damage: 100
+ damage: 150
behaviors:
- !type:PlaySoundBehavior
sound:
node: reinforcedPlasmaWindow
- type: Appearance
- type: DamageVisuals
- thresholds: [4, 8, 12]
+ thresholds: [5, 10, 20]
damageDivisor: 6
trackAllDamage: true
damageOverlay:
node: plasmaReinforcedWindowDirectional
- type: Appearance
- type: DamageVisuals
- thresholds: [4, 8, 12]
- damageDivisor: 36
+ thresholds: [5, 10, 20]
+ damageDivisor: 3
trackAllDamage: true
damageOverlay:
sprite: Structures/Windows/cracks_directional.rsi
thresholds:
- trigger:
!type:DamageTrigger
- damage: 1000
+ damage: 150
behaviors: #excess damage, don't spawn entities.
- !type:DoActsBehavior
acts: [ "Destruction" ]
- trigger:
!type:DamageTrigger
- damage: 600
+ damage: 75
behaviors:
- !type:PlaySoundBehavior
sound:
thresholds:
- trigger:
!type:DamageTrigger
- damage: 200
+ damage: 300
behaviors:
- !type:DoActsBehavior
acts: [ "Destruction" ]
- trigger:
!type:DamageTrigger
- damage: 100
+ damage: 150
behaviors:
- !type:PlaySoundBehavior
sound:
node: reinforcedUraniumWindow
- type: Appearance
- type: DamageVisuals
- thresholds: [4, 8, 12]
+ thresholds: [5, 10, 20]
damageDivisor: 6
trackAllDamage: true
damageOverlay:
node: uraniumReinforcedWindowDirectional
- type: Appearance
- type: DamageVisuals
- thresholds: [4, 8, 12]
- damageDivisor: 3.333
+ thresholds: [5, 10, 20]
+ damageDivisor: 3
trackAllDamage: true
damageOverlay:
sprite: Structures/Windows/cracks_directional.rsi
thresholds:
- trigger:
!type:DamageTrigger
- damage: 200
+ damage: 150
+ behaviors:
+ - !type:DoActsBehavior
+ acts: [ "Destruction" ]
+ - trigger:
+ !type:DamageTrigger
+ damage: 75
behaviors:
- !type:PlaySoundBehavior
sound:
ShardGlassUranium:
min: 1
max: 2
- PartRodMetal1:
+ PartRodMetal:
min: 1
max: 2
- !type:DoActsBehavior
node: shuttleWindow
- type: Appearance
- type: DamageVisuals
- thresholds: [4, 8, 12]
- damageDivisor: 28
+ thresholds: [5, 10, 20]
+ damageDivisor: 20
trackAllDamage: true
damageOverlay:
sprite: Structures/Windows/cracks.rsi
state: full
- type: Damageable
damageContainer: StructuralInorganic
- damageModifierSet: RGlass
+ damageModifierSet: Glass
- type: Destructible
thresholds:
- trigger:
!type:DamageTrigger
- damage: 100
+ damage: 150
behaviors:
- !type:DoActsBehavior
acts: [ "Destruction" ]
- trigger:
!type:DamageTrigger
- damage: 60
+ damage: 75
behaviors:
- !type:PlaySoundBehavior
sound:
node: uraniumWindow
- type: Appearance
- type: DamageVisuals
- thresholds: [4, 8, 12]
- damageDivisor: 3.333
+ thresholds: [5, 10, 20]
+ damageDivisor: 3
trackAllDamage: true
damageOverlay:
sprite: Structures/Windows/cracks.rsi
node: uraniumWindowDirectional
- type: Appearance
- type: DamageVisuals
- thresholds: [4, 8, 12]
- damageDivisor: 3.333
+ thresholds: [5, 10, 20]
+ damageDivisor: 1.5
trackAllDamage: true
damageOverlay:
sprite: Structures/Windows/cracks_directional.rsi
thresholds:
- trigger:
!type:DamageTrigger
- damage: 200
+ damage: 75
+ behaviors:
+ - !type:DoActsBehavior
+ acts: [ "Destruction" ]
+ - trigger:
+ !type:DamageTrigger
+ damage: 37
behaviors:
- !type:PlaySoundBehavior
sound:
spawn:
ShardGlassUranium:
min: 1
- max: 2
+ max: 1
- !type:DoActsBehavior
acts: [ "Destruction" ]
- type: StaticPrice
node: window
- type: Appearance
- type: DamageVisuals
- thresholds: [4, 8, 12]
- damageDivisor: 3.333
+ thresholds: [5, 10, 20]
+ damageDivisor: 2
trackAllDamage: true
damageOverlay:
sprite: Structures/Windows/cracks.rsi
price: 100
- type: BlockWeather
+- type: entity
+ parent: Window
+ id: TintedWindow
+ name: tinted window
+ components:
+ - type: Sprite
+ drawdepth: WallTops
+ sprite: Structures/Windows/tinted_window.rsi
+ - type: Icon
+ sprite: Structures/Windows/tinted_window.rsi
+ - type: IconSmooth
+ base: twindow
+ - type: Construction
+ graph: Window
+ node: tintedWindow
+ - type: Occluder
+ - type: StaticPrice
+ price: 70
+
- type: entity
id: WindowRCDResistant
parent: Window
thresholds:
- trigger:
!type:DamageTrigger
- damage: 150 #excess damage (nuke?). avoid computational cost of spawning entities.
+ damage: 50 #excess damage (nuke?). avoid computational cost of spawning entities.
behaviors:
- !type:DoActsBehavior
acts: [ "Destruction" ]
node: windowDirectional
- type: Appearance
- type: DamageVisuals
- thresholds: [4, 8, 12]
- damageDivisor: 3.333
+ thresholds: [5, 10, 20]
trackAllDamage: true
damageOverlay:
sprite: Structures/Windows/cracks_directional.rsi
- type: Icon
sprite: Structures/Windows/directional.rsi
state: frosted_window
+ - type: StaticPrice
+ price: 35
- type: entity
parent: Window
graph:
- node: start
edges:
- - to: plasmaWindow
+ - to: window # 50 hp
steps:
- - material: PlasmaGlass
+ - material: Glass
amount: 2
doAfter: 2
- - to: reinforcedWindow
+ - to: tintedWindow # 50 hp
steps:
- - material: ReinforcedGlass
+ - material: Glass
amount: 2
- doAfter: 2
-
- - to: tintedWindow
- steps:
- - material: ReinforcedGlass
+ - material: Plastic
amount: 2
doAfter: 2
- - to: reinforcedPlasmaWindow
+ - to: plasmaWindow # 75 hp
steps:
- - material: ReinforcedPlasmaGlass
+ - material: PlasmaGlass
amount: 2
doAfter: 3
- - to: uraniumWindow
+ - to: uraniumWindow # 75 hp
steps:
- material: UraniumGlass
amount: 2
- doAfter: 2
+ doAfter: 3
- - to: reinforcedUraniumWindow
+ - to: clockworkWindow # 75 hp reinforced damage mod
steps:
- - material: ReinforcedUraniumGlass
+ - material: ClockworkGlass
amount: 2
doAfter: 3
- - to: window
+ - to: reinforcedWindow # 75 hp reinforced damage mod
steps:
- - material: Glass
+ - material: ReinforcedGlass
amount: 2
doAfter: 3
- - to: shuttleWindow
+ - to: reinforcedPlasmaWindow # 150 hp reinforced damage mod
steps:
- - material: Plasteel
+ - material: ReinforcedPlasmaGlass
amount: 2
- - material: ReinforcedGlass
+ doAfter: 4
+
+ - to: reinforcedUraniumWindow # 150 hp reinforced damage mod
+ steps:
+ - material: ReinforcedUraniumGlass
amount: 2
doAfter: 4
-
- - to: clockworkWindow
+
+ - to: shuttleWindow # 500 hp reinforced damage mod (wow)
steps:
- - material: ClockworkGlass
+ - material: Plasteel
amount: 2
- doAfter: 3
+ - material: ReinforcedGlass
+ amount: 2
+ doAfter: 6
- node: window
entity: Window
doAfter: 1
- tool: Anchoring
doAfter: 2
+ - to: tintedWindow
+ steps:
+ - material: Plastic
+ amount: 2
+ doAfter: 0.5
+ - to: plasmaWindow
+ steps:
+ - material: Plasma
+ amount: 2
+ doAfter: 1
+ - to: uraniumWindow
+ steps:
+ - material: Uranium
+ amount: 2
+ doAfter: 1
+ - to: clockworkWindow
+ steps:
+ - material: Brass
+ amount: 2
+ doAfter: 2
+ - to: reinforcedWindow
+ steps:
+ - material: MetalRod
+ amount: 2
+ doAfter: 2
- - node: reinforcedWindow
- entity: ReinforcedWindow
+ - node: tintedWindow
+ entity: TintedWindow
edges:
- to: start
completed:
- !type:SpawnPrototype
- prototype: SheetRGlass1
+ prototype: SheetGlass1
+ amount: 2
+ - !type:SpawnPrototype
+ prototype: SheetPlastic1
amount: 2
- !type:DeleteEntity {}
steps:
- - tool: Welding
- doAfter: 5
- - tool: Screwing
- doAfter: 1
- - tool: Prying
- doAfter: 2
- - tool: Welding
- doAfter: 5
- tool: Screwing
doAfter: 1
- tool: Anchoring
doAfter: 2
- - node: tintedWindow
- entity: TintedWindow
+ - node: plasmaWindow
+ entity: PlasmaWindow
edges:
- to: start
completed:
- !type:SpawnPrototype
- prototype: SheetRGlass1
+ prototype: SheetPGlass1
amount: 2
- !type:DeleteEntity {}
steps:
- tool: Screwing
- doAfter: 1
- - tool: Prying
doAfter: 2
+ - tool: Prying
+ doAfter: 3
- tool: Screwing
- doAfter: 1
- - tool: Anchoring
doAfter: 2
+ - tool: Anchoring
+ doAfter: 3
+ - to: reinforcedPlasmaWindow
+ steps:
+ - material: MetalRod
+ amount: 2
+ doAfter: 1
- - node: plasmaWindow
- entity: PlasmaWindow
+ - node: uraniumWindow
+ entity: UraniumWindow
edges:
- to: start
completed:
- !type:SpawnPrototype
- prototype: SheetPGlass1
+ prototype: SheetUGlass1
amount: 2
- !type:DeleteEntity {}
steps:
doAfter: 2
- tool: Anchoring
doAfter: 3
+ - to: reinforcedUraniumWindow
+ steps:
+ - material: MetalRod
+ amount: 2
+ doAfter: 1
- - node: reinforcedPlasmaWindow
- entity: ReinforcedPlasmaWindow
+ - node: clockworkWindow
+ entity: ClockworkWindow
edges:
- to: start
completed:
- !type:SpawnPrototype
- prototype: SheetRPGlass1
+ prototype: SheetClockworkGlass1
amount: 2
- !type:DeleteEntity {}
steps:
- tool: Anchoring
doAfter: 3
- - node: uraniumWindow
- entity: UraniumWindow
+ - node: reinforcedWindow
+ entity: ReinforcedWindow
edges:
- to: start
completed:
- !type:SpawnPrototype
- prototype: SheetUGlass1
+ prototype: SheetRGlass1
amount: 2
- !type:DeleteEntity {}
steps:
+ - tool: Welding
+ doAfter: 5
- tool: Screwing
- doAfter: 2
+ doAfter: 1
- tool: Prying
- doAfter: 3
- - tool: Screwing
doAfter: 2
+ - tool: Welding
+ doAfter: 5
+ - tool: Screwing
+ doAfter: 1
- tool: Anchoring
+ doAfter: 2
+ - to: reinforcedPlasmaWindow
+ steps:
+ - material: Plasma
+ amount: 2
+ doAfter: 1
+ - to: reinforcedUraniumWindow
+ steps:
+ - material: Uranium
+ amount: 2
+ doAfter: 1
+ - to: shuttleWindow
+ steps:
+ - material: Plasteel
+ amount: 2
doAfter: 3
- - node: reinforcedUraniumWindow
- entity: ReinforcedUraniumWindow
+ - node: reinforcedPlasmaWindow
+ entity: ReinforcedPlasmaWindow
edges:
- to: start
completed:
- !type:SpawnPrototype
- prototype: SheetRUGlass1
+ prototype: SheetRPGlass1
amount: 2
- !type:DeleteEntity {}
steps:
- tool: Anchoring
doAfter: 3
- - node: clockworkWindow
- entity: ClockworkWindow
+ - node: reinforcedUraniumWindow
+ entity: ReinforcedUraniumWindow
edges:
- to: start
completed:
- !type:SpawnPrototype
- prototype: SheetClockworkGlass1
+ prototype: SheetRUGlass1
amount: 2
- !type:DeleteEntity {}
steps:
graph:
- node: start
edges:
- - to: plasmaWindowDiagonal
+ - to: windowDiagonal
steps:
- - material: PlasmaGlass
+ - material: Glass
amount: 2
doAfter: 2
- - to: reinforcedWindowDiagonal
+ - to: plasmaWindowDiagonal
steps:
- - material: ReinforcedGlass
+ - material: PlasmaGlass
amount: 2
doAfter: 2
- - to: reinforcedPlasmaWindowDiagonal
- steps:
- - material: ReinforcedPlasmaGlass
- amount: 2
- doAfter: 3
-
- to: uraniumWindowDiagonal
steps:
- material: UraniumGlass
amount: 2
doAfter: 2
- - to: reinforcedUraniumWindowDiagonal
+ - to: clockworkWindowDiagonal
steps:
- - material: ReinforcedUraniumGlass
+ - material: ClockworkGlass
amount: 2
doAfter: 3
- - to: clockworkWindowDiagonal
+ - to: reinforcedWindowDiagonal
steps:
- - material: ClockworkGlass
+ - material: ReinforcedGlass
+ amount: 2
+ doAfter: 2
+
+ - to: reinforcedPlasmaWindowDiagonal
+ steps:
+ - material: ReinforcedPlasmaGlass
amount: 2
doAfter: 3
- - to: windowDiagonal
+ - to: reinforcedUraniumWindowDiagonal
steps:
- - material: Glass
+ - material: ReinforcedUraniumGlass
amount: 2
doAfter: 3
doAfter: 1
- tool: Anchoring
doAfter: 2
+ - to: plasmaWindowDiagonal
+ steps:
+ - material: Plasma
+ amount: 2
+ doAfter: 1
+ - to: uraniumWindowDiagonal
+ steps:
+ - material: Uranium
+ amount: 2
+ doAfter: 1
+ - to: clockworkWindowDiagonal
+ steps:
+ - material: Brass
+ amount: 2
+ doAfter: 2
+ - to: reinforcedWindowDiagonal
+ steps:
+ - material: MetalRod
+ amount: 2
+ doAfter: 2
- - node: reinforcedWindowDiagonal
- entity: ReinforcedWindowDiagonal
+ - node: plasmaWindowDiagonal
+ entity: PlasmaWindowDiagonal
edges:
- to: start
completed:
- !type:SpawnPrototype
- prototype: SheetRGlass1
+ prototype: SheetPGlass1
amount: 2
- !type:DeleteEntity {}
steps:
- - tool: Welding
- doAfter: 5
- tool: Screwing
- doAfter: 1
- - tool: Prying
doAfter: 2
- - tool: Welding
- doAfter: 5
+ - tool: Prying
+ doAfter: 3
- tool: Screwing
- doAfter: 1
+ doAfter: 2
- tool: Anchoring
+ doAfter: 3
+ - to: reinforcedPlasmaWindowDiagonal
+ steps:
+ - material: MetalRod
+ amount: 2
+ doAfter: 1
+
+ - node: uraniumWindowDiagonal
+ entity: UraniumWindowDiagonal
+ edges:
+ - to: start
+ completed:
+ - !type:SpawnPrototype
+ prototype: SheetUGlass1
+ amount: 2
+ - !type:DeleteEntity {}
+ steps:
+ - tool: Screwing
+ doAfter: 2
+ - tool: Prying
+ doAfter: 3
+ - tool: Screwing
doAfter: 2
+ - tool: Anchoring
+ doAfter: 3
+ - to: reinforcedUraniumWindowDiagonal
+ steps:
+ - material: MetalRod
+ amount: 2
+ doAfter: 1
- node: clockworkWindowDiagonal
entity: ClockworkWindowDiagonal
- tool: Anchoring
doAfter: 2
- - node: plasmaWindowDiagonal
- entity: PlasmaWindowDiagonal
+ - node: reinforcedWindowDiagonal
+ entity: ReinforcedWindowDiagonal
edges:
- to: start
completed:
- !type:SpawnPrototype
- prototype: SheetPGlass1
+ prototype: SheetRGlass1
amount: 2
- !type:DeleteEntity {}
steps:
+ - tool: Welding
+ doAfter: 5
- tool: Screwing
- doAfter: 2
+ doAfter: 1
- tool: Prying
- doAfter: 3
- - tool: Screwing
doAfter: 2
+ - tool: Welding
+ doAfter: 5
+ - tool: Screwing
+ doAfter: 1
- tool: Anchoring
- doAfter: 3
+ doAfter: 2
+ - to: reinforcedPlasmaWindowDiagonal
+ steps:
+ - material: Plasma
+ amount: 2
+ doAfter: 1
+ - to: reinforcedUraniumWindowDiagonal
+ steps:
+ - material: Uranium
+ amount: 2
+ doAfter: 1
- node: reinforcedPlasmaWindowDiagonal
entity: ReinforcedPlasmaWindowDiagonal
- tool: Anchoring
doAfter: 3
- - node: uraniumWindowDiagonal
- entity: UraniumWindowDiagonal
- edges:
- - to: start
- completed:
- - !type:SpawnPrototype
- prototype: SheetUGlass1
- amount: 2
- - !type:DeleteEntity {}
- steps:
- - tool: Screwing
- doAfter: 2
- - tool: Prying
- doAfter: 3
- - tool: Screwing
- doAfter: 2
- - tool: Anchoring
- doAfter: 3
-
- node: reinforcedUraniumWindowDiagonal
entity: ReinforcedUraniumWindowDiagonal
edges:
graph:
- node: start
edges:
-
- - to: windowDirectional
+ - to: windowDirectional # 25 hp
steps:
- material: Glass
amount: 1
- doAfter: 2
+ doAfter: 1
- - to: windowReinforcedDirectional
+ - to: windowFrostedDirectional # 25 hp
steps:
- - material: ReinforcedGlass
+ - material: Glass
amount: 1
- doAfter: 3
+ - material: Plastic
+ amount: 1
+ doAfter: 1
- - to: plasmaWindowDirectional
+ - to: plasmaWindowDirectional # 37 hp
steps:
- material: PlasmaGlass
amount: 1
- doAfter: 2
+ doAfter: 1.5
- - to: plasmaReinforcedWindowDirectional
+ - to: uraniumWindowDirectional # 37 hp
steps:
- - material: ReinforcedPlasmaGlass
+ - material: UraniumGlass
amount: 1
- doAfter: 3
- - to: uraniumWindowDirectional
+ doAfter: 1.5
+
+ - to: windowClockworkDirectional # 37 hp reinforced damage mod
steps:
- - material: UraniumGlass
+ - material: ClockworkGlass
amount: 1
- doAfter: 2
+ doAfter: 1.5
- - to: uraniumReinforcedWindowDirectional
+ - to: windowReinforcedDirectional # 37 hp reinforced damage mod
steps:
- - material: ReinforcedUraniumGlass
+ - material: ReinforcedGlass
amount: 1
- doAfter: 3
+ doAfter: 1.5
- - to: windowClockworkDirectional
+ - to: plasmaReinforcedWindowDirectional # 75 hp reinforced damage mod
steps:
- - material: ClockworkGlass
+ - material: ReinforcedPlasmaGlass
amount: 1
- doAfter: 3
+ doAfter: 2
+
+ - to: uraniumReinforcedWindowDirectional # 75 hp reinforced damage mod
+ steps:
+ - material: ReinforcedUraniumGlass
+ amount: 1
+ doAfter: 2
- node: windowDirectional
entity: WindowDirectional
doAfter: 1
- tool: Anchoring
doAfter: 2
+ - to: windowFrostedDirectional
+ steps:
+ - material: Plastic
+ amount: 1
+ doAfter: 0.5
+ - to: plasmaWindowDirectional
+ steps:
+ - material: Plasma
+ amount: 1
+ doAfter: 0.5
+ - to: uraniumWindowDirectional
+ steps:
+ - material: Uranium
+ amount: 1
+ doAfter: 0.5
+ - to: windowClockworkDirectional
+ steps:
+ - material: Brass
+ amount: 1
+ doAfter: 1
+ - to: windowReinforcedDirectional
+ steps:
+ - material: MetalRod
+ amount: 1
+ doAfter: 1
- - node: windowReinforcedDirectional
- entity: WindowReinforcedDirectional
+ - node: windowFrostedDirectional
+ entity: WindowFrostedDirectional
edges:
- to: start
completed:
- !type:SpawnPrototype
- prototype: SheetRGlass1
+ prototype: SheetGlass1
+ amount: 1
+ - !type:SpawnPrototype
+ prototype: SheetPlastic1
amount: 1
- !type:DeleteEntity {}
steps:
- - tool: Screwing
- doAfter: 1
- - tool: Prying
- doAfter: 2
- tool: Screwing
doAfter: 1
- tool: Anchoring
doAfter: 2
- tool: Anchoring
doAfter: 3
+ - to: plasmaReinforcedWindowDirectional
+ steps:
+ - material: MetalRod
+ amount: 1
+ doAfter: 0.5
- - node: windowClockworkDirectional
- entity: WindowClockworkDirectional
+ - node: uraniumWindowDirectional
+ entity: UraniumWindowDirectional
edges:
- to: start
completed:
- !type:SpawnPrototype
- prototype: SheetClockworkGlass1
+ prototype: SheetUGlass1
amount: 1
- !type:DeleteEntity {}
steps:
doAfter: 2
- tool: Anchoring
doAfter: 3
+ - to: uraniumReinforcedWindowDirectional
+ steps:
+ - material: MetalRod
+ amount: 1
+ doAfter: 0.5
- - node: plasmaReinforcedWindowDirectional
- entity: PlasmaReinforcedWindowDirectional
+ - node: windowClockworkDirectional
+ entity: WindowClockworkDirectional
edges:
- to: start
completed:
- !type:SpawnPrototype
- prototype: SheetRPGlass1
+ prototype: SheetClockworkGlass1
amount: 1
- !type:DeleteEntity {}
steps:
doAfter: 2
- tool: Anchoring
doAfter: 3
- - node: uraniumWindowDirectional
- entity: UraniumWindowDirectional
+
+ - node: windowReinforcedDirectional
+ entity: WindowReinforcedDirectional
edges:
- to: start
completed:
- !type:SpawnPrototype
- prototype: SheetUGlass1
+ prototype: SheetRGlass1
+ amount: 1
+ - !type:DeleteEntity {}
+ steps:
+ - tool: Screwing
+ doAfter: 1
+ - tool: Prying
+ doAfter: 2
+ - tool: Screwing
+ doAfter: 1
+ - tool: Anchoring
+ doAfter: 2
+ - to: plasmaReinforcedWindowDirectional
+ steps:
+ - material: Plasma
+ amount: 1
+ doAfter: 0.5
+ - to: uraniumReinforcedWindowDirectional
+ steps:
+ - material: Uranium
+ amount: 1
+ doAfter: 0.5
+
+ - node: plasmaReinforcedWindowDirectional
+ entity: PlasmaReinforcedWindowDirectional
+ edges:
+ - to: start
+ completed:
+ - !type:SpawnPrototype
+ prototype: SheetRPGlass1
amount: 1
- !type:DeleteEntity {}
steps:
startNode: start
targetNode: tintedWindow
category: construction-category-structures
- description: Not clear but tough.
+ description: Not clear, but lasers still pass through.
canBuildInImpassable: true
conditions:
- !type:EmptyOrWindowValidInTile
targetNode: plasmaWindow
category: construction-category-structures
canBuildInImpassable: true
- description: Clear and even tougher, with a purple tint.
+ description: Clear, with a purple tint.
conditions:
- !type:EmptyOrWindowValidInTile
- !type:NoWindowsInTile
targetNode: reinforcedPlasmaWindow
category: construction-category-structures
canBuildInImpassable: true
- description: Fire resistant and even tougher, with a purple tint.
+ description: Clear and even tougher, with a purple tint.
conditions:
- !type:EmptyOrWindowValidInTile
- !type:NoWindowsInTile
targetNode: plasmaWindowDiagonal
category: construction-category-structures
canBuildInImpassable: true
- description: Clear and even tougher, with a purple tint.
+ description: Clear, with a purple tint.
conditions:
- !type:EmptyOrWindowValidInTile
- !type:NoWindowsInTile
targetNode: reinforcedPlasmaWindowDiagonal
category: construction-category-structures
canBuildInImpassable: true
- description: Fire resistant and even tougher, with a purple tint.
+ description: Clear and even tougher, with a purple tint.
conditions:
- !type:EmptyOrWindowValidInTile
- !type:NoWindowsInTile
targetNode: plasmaWindowDirectional
category: construction-category-structures
canBuildInImpassable: true
- description: Clear and even tougher, with a purple tint.
+ description: Clear, with a purple tint.
conditions:
- !type:EmptyOrWindowValidInTile
- !type:NoWindowsInTile
targetNode: plasmaReinforcedWindowDirectional
category: construction-category-structures
canBuildInImpassable: true
- description: Fire resistant and even tougher, with a purple tint.
+ description: Clear and even tougher, with a purple tint.
conditions:
- !type:EmptyOrWindowValidInTile
- !type:NoWindowsInTile
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.
+ description: Clear, with added RadAbsorb to protect you from deadly radiation.
conditions:
- !type:EmptyOrWindowValidInTile
- !type:NoWindowsInTile
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.
+ description: Clear and even tougher, with added RadAbsorb to protect you from deadly radiation.
conditions:
- !type:EmptyOrWindowValidInTile
- !type:NoWindowsInTile
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.
+ description: Clear, with added RadAbsorb to protect you from deadly radiation.
conditions:
- !type:EmptyOrWindowValidInTile
- !type:NoWindowsInTile
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.
+ description: Clear and even tougher, with added RadAbsorb to protect you from deadly radiation.
conditions:
- !type:EmptyOrWindowValidInTile
- !type:NoWindowsInTile
"license": "CC-BY-SA-3.0",
"copyright": "Taken from https://github.com/tgstation/tgstation at commit e06b82a7f4b2b09216fb28fd384c95a2e1dc50e5",
"states": [
- {"name": "DamageOverlay_4", "directions": 1},
- {"name": "DamageOverlay_8", "directions": 1},
- {"name": "DamageOverlay_12", "directions": 1}
+ {"name": "DamageOverlay_5", "directions": 1},
+ {"name": "DamageOverlay_10", "directions": 1},
+ {"name": "DamageOverlay_20", "directions": 1}
]
}
"license": "CC-BY-SA-3.0",
"copyright": "Taken from https://github.com/tgstation/tgstation at commit e06b82a7f4b2b09216fb28fd384c95a2e1dc50e5",
"states": [
- {"name": "DamageOverlay_4", "directions": 1},
- {"name": "DamageOverlay_8", "directions": 1},
- {"name": "DamageOverlay_12", "directions": 1}
+ {"name": "DamageOverlay_5", "directions": 1},
+ {"name": "DamageOverlay_10", "directions": 1},
+ {"name": "DamageOverlay_20", "directions": 1}
]
}
"copyright": "Adapted from https://github.com/space-wizards/space-station-14/ at commit f57e8ec6b9b4b72ef56c8146be0bc159ed2691ee, originally added by Zumorica, and modified for directional use by Darkie",
"states": [
{
- "name": "DamageOverlay_4",
+ "name": "DamageOverlay_5",
"directions": 4
},
{
- "name": "DamageOverlay_8",
+ "name": "DamageOverlay_10",
"directions": 4
},
{
- "name": "DamageOverlay_12",
+ "name": "DamageOverlay_20",
"directions": 4
}
]