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Eigenstasium overdose removes implants #62661
Eigenstasium overdose removes implants #62661
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tgstation/code/datums/status_effects/neutral.dm Lines 421 to 450 in 6fe8e8d
It appears this is intended. See the PR that created Eigenstasium at #56918. The final phase spawns a new randomized mob so you lose your implants since the old body is deleted. |
Okay I'm using this next time to delete return implant from abductor scientist |
Can you point at line of code where old mob is deleted? All I see is quirks reroll and appearance update, old mob is not deleted |
@Thalpy is this intended? |
After a 2nd lookthrough it seems
Doesn't mean the original mob actually got deleted. Just the appearance, mood, and quirks were randomized. None of these should have affected implants from the original mob, at least not from what I can tell. |
Mob cloning is not affecting implants, stage 2 of addiction is what affecting them. When it picks random item to teleport away, it looks into mob .contents and picks random item. Implants are stored in mob .contents as well, so it has chance to teleport implant away. This also reproduces with items like armblades on nightmares, or other items that can't be dropped normally. |
eigenstasium needs to remove items that it should not teleport |
Reproduction:
Implant yourself with any implant.
Overdose yourself on eigenstasium, wait for it to start teleporting your items (around 10 minutes, or cycle 50 of eigenstasium status effect (it starts at -250)), lose all your implants when your items teleport away.
I think bug is in the code for picking items to teleport away from you:
tgstation/code/datums/status_effects/neutral.dm
Line 351 in 6fe8e8d
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