From 68dd51e7eebdbcd7b3f8557b89190c6677877a1e Mon Sep 17 00:00:00 2001 From: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Date: Mon, 8 Jun 2026 08:26:49 -0500 Subject: [PATCH] Blood worms are no longer fully immune to space/cold (#96385) ## About The Pull Request Blood worms take 2 damage/second from being in extreme pressure, and 1 damage/second from being in extreme cold Note that it doesn't stop their regen (up to 0.5 damage/secon) so the number is closer to 1.5 damage/second and 0.5 damage/second (for the elders) ## Why It's Good For The Game Blood Worm's space immunity is kind of at odds with their intended design/gameplay loop of stealing people's identities, as more often than not, the identities they steal are not immune to space. It is not an uncommon sight to see bworms completely ditch the disguise mechanic and just go around busting windows to "expand their domain" of places that they can't be chased Thus I am opting to remove the full immunity to pressure and cold from bworms. They are still quite resilient to pressure and cold (if my math is correct it would take at least a minute to die to pressure damage as an elder) but lacking full immunity should disincentivize them from spacing themselves unless in complete necessity. ## Changelog :cl: Melbert balance: Blood worms are no longer fully immune to extreme pressures and cold, such as the vacuum of space /:cl: --- code/modules/antagonists/blood_worm/blood_worm_mob.dm | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/code/modules/antagonists/blood_worm/blood_worm_mob.dm b/code/modules/antagonists/blood_worm/blood_worm_mob.dm index 7ac05841786..44b5f662f84 100644 --- a/code/modules/antagonists/blood_worm/blood_worm_mob.dm +++ b/code/modules/antagonists/blood_worm/blood_worm_mob.dm @@ -24,11 +24,12 @@ attack_verb_continuous = "bites" attack_verb_simple = "bite" - minimum_survivable_temperature = 0 + minimum_survivable_temperature = ICEBOX_MIN_TEMPERATURE maximum_survivable_temperature = T0C + 100 - unsuitable_cold_damage = 0 + unsuitable_cold_damage = 1 + unsuitable_atmos_damage = 2 - habitable_atmos = null + habitable_atmos = list("min_oxy" = 5, "max_oxy" = 0) // A vivid red. lighting_cutoff_red = 40