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Coagulated Gnesis rework and cocktail #9155
Coagulated Gnesis rework and cocktail #9155
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New() | ||
..() | ||
var/datum/material/M = getMaterial("gnesis") | ||
src.setMaterial(M, appearance = TRUE, setname = FALSE) |
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we should see if we can make the gnesis material overlay look circuit-y like the doors or something. That'd be neat.
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currently materials just support colours, but I'm sure that will change with the matsci rework :)
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materials also support texture overlays. See beewool and pizza for examples I believe
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oooh good point
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* Rebalanced coagulated gnesis * Added new gnesis drink * Add cage overlay in the few seconds you have left * Why was that exclusive anyway * Amy review * Add tealquila to list of ignored reagents and restrict to mob
[BALANCE] [FEATURE] [WIKI]
About the PR
Coagulated gnesis bloodstream duplication threshold 50u -> 40u
Gib threshold 300u -> 200u
Gib chance 1% -> 10% per cycle
Conversion rate 1 -> 0.7
Flushing multiplier 1 -> 2
Being above 100u will make you glow teal periodically and will roll a small chance per cycle to replace a "non-essential" organ with a lump of gnesis crystal, causing the victim to periodically vomit gnesis (and obviously lose the organ).
Being above 200u will add the flock cage overlay for the few brief seconds before you gib.
To counter the updated gnesis menace there is also a new cocktail for the bartender to mix: Tealquila Sunrise, make from Tequila Sunrise and coagulated gnesis. Consuming it will rapidly purge coagulated gnesis from your blood.
Why's this needed?
Gnesis turrets are in a weird state right now where they are largely useless, but we're scared to buff them too much since gibbing people without warning is bad. This makes coagulated gnesis more of a legitimate threat, a lot more obvious, and adds a counter other than medbay's limited supplies of calomel.
The numbers are very much subject to change, I am not a game dev I just LARP as one.
Changelog