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GOONCHEM: Part 4: Pyrotechnics, Drugs, and Misc. Chemicals #7562
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Hector wants you to make a changelog on this mission. |
Put a meth lab somewhere in maintenance, if you put in the wrong ingredient the lab blows up. Either way, neato. |
Should have a more descriptive main post. |
saltpetre should maybe be in the hydroponics.dm fertilizer list, it's basically eznutriment on goon. |
Please make proper IC descriptions. |
GunHog, you can never see those descriptions during normal gameplay, it's more of a note for coders. Iamgoofball, perhaps you can add the hair growth disease to the mob if they take bath salts? |
..() | ||
return | ||
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Meth depletes at a rate of 0.6 on Goon now; amazing stun reduction+super speeds was just too good for something with a 0.4 depletion rate. Meth also causes 0.5 brain damage per cycle. It also makes you twitch and shiver, like hyperzine did.
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this was fixed but the diff isn't updating
Wrong. The ChemMaster can analyze reagents, which simply displays the reagent's name and description. |
M.Jitter(3) | ||
M.adjustBrainLoss(0.5) | ||
M.emote(pick("twitch", "shiver")) |
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should probably add a chance for either of these to happen, otherwise, it's going to make you twitch or shiver every single proc. I'd just use Hyperzine's old probabilities: if(prob(5)) M.emote(pick("twitch","blink_r","shiver"))
I think just giving it a small chance per cycle to add a particular beard to your mob, then update the icons, would be better. |
…o drugs Conflicts: code/modules/reagents/Chemistry-Goon-Medicine.dm code/modules/reagents/reagent_containers/pill.dm icons/obj/drinks.dmi
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@smet19 in the late late future of 2018 someone will probably have added a cocoa plant by then and we can add coke to those |
Wow the analyser spams now. And you could probably make the text colours/formatting more consistent. It looks messy. |
That's another reason I want this in a separate device. Once suggestion @Iamgoofball, make the reagent list smaller when |
That sounds similar to other spam problems that have been fixed in the past. On Sun, Feb 8, 2015 at 10:08 PM, Deantwo notifications@github.com wrote:
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Untable isn't a very good joke and sounds like a useless reagent honestly. Good thing it's getting removed. I'd be into realistic drugs if they actually did a decent job simulating the actual drug's effects. I'm not sure if these do that or not. Otherwise it just seems trashy and childish imo On Thu, Feb 12, 2015 at 4:12 PM, Steelpoint notifications@github.com
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I hate to say this but aside from Medvendor reductions and possibly the analyzer buff does this PR add anything constructive to the game? It seems to be a bunch of silly garbage. |
Yeah, I was gonna say that only really the first 3 or 4 points on the list sound useful. |
…o drugs Conflicts: code/modules/food&drinks/food/snacks_meat.dm code/modules/reagents/Chemistry-Reagents/Consumable-Reagents/Food-Reagents.dm icons/obj/drinks.dmi icons/obj/food.dmi
loads of changes made, changelog updated |
color = "#000000" //rgb: 96, 165, 132 | ||
metabolization_rate = 0.05 | ||
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if you want to go all out, I recommend making a new cleanable decal that creates a very small explosion when heated to the proper temperature or disturbed by a vortex.
By the by, body temperature probably should impact a chem's temp; the whole reason black powder has a low metabolism rate is so you can inject it into someone subtly, then ignite them without them realizing what's going on until it's too late.
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it does, check the metabolize changes
You may want to make a new new check for movement speed other than GOTTAGOFAST now. Pap's mining changes got merged in which effectively killed movement speed increase drugs--making things like ephedrine/meth/etc pretty much useless for the intents/purposes you intend them for; unencumberable is vastly different than +1 movement speed. |
I don't think we should have speedups in the game and people move laggy sanic, only counters to slowdown like wearing hardsuits and stuff. |
Both have incredibly abusive factors that can't be resolved well, sadly (in large part due to how there's not very granular control over movement speed). +1 movement speed level means a crazy fast knucklehead is difficult to hit, but once he's hungry/in a hardsuit/hurt/get hit by a disabler/etc it's a nice little advantage stil, but it's not completely ridiculous, as he's inevitably still slowed down. Unencumberable isn't so ridiculous at full health, but it allows someone to ignore every single downside, ever of anything that slows them down; that lunatic running around in armor now not only takes 4 disablers shots to take down, but he's not going to get any easier to hit with each successive shot, either. The latter here gives the person the complete and final say in in every combat engagement right up to the point where he's stunned or knocked into crit. Both are irritating to deal with, to say the least, just in different ways. |
GOONCHEM: Part 4: Pyrotechnics, Drugs, and Misc. Chemicals
if(M.satiety > -200) | ||
M.satiety -= 20 //eating sugar makes you more hungry over time by making your hunger drop faster. | ||
M.nutrition += max(((NUTRITION_LEVEL_FED + 50) - M.nutrition )/100, 0) * nutriment_factor // sugar doesn't help your hunger if your stomach is nearly full | ||
holder.remove_reagent(src.id, metabolization_rate) |
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Why did you re-add the satiety effect on sugar?
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This could of been a error from having a older version of the code base but I dont know someone should fix it quick.
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Shit, probably an accident from merge conflict fixing, go ahead and fix it
GOONCHEM PART 4: GIMMICK CHEMS AND DRUGS