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Eigenstasium can no longer create Eigenlockers, but adds rare maint Eigenlockers as a replacement (#94683)
## About The Pull Request 1. Eigenstasium can no longer be splashed onto lockers to link them 2. Maintenance lockers can rarely be linked to another locker on the station - any locker, including head of staff lockers. This has a 0.1% chance, which amounts to a ~5% chance to spawn on a map with 50 lockers. 3. Teleporting via an eigenlocker no longer opens up the opposite side, allowing you to jumpscare people ## Why It's Good For The Game 1a. Eigenstasium's lockers are both significantly easier to produce and significantly easier to use than our "intended" method of spot-to-spot teleportation, the Quantum Pad. There is an argument to be made in that the Quantum Pad needs to be brought up to this level, and I may do that, because honestly, it's a valid point. But in the meanwhile, it doesn't really make sense that Chemistry can make better teleportation... than the teleportation department. 1b. Eigenstasium wears too many hats. It really is a wonder chem. It intrudes on other mechanics of other jobs and frankly doesn't need the extra sauce, it's already interesting enough. If your wikibox has a *collapsible*, it might be doing too much.... <img width="1567" height="397" alt="image" src="https://github.com/user-attachments/assets/969b6d32-5e85-42a1-8d3b-7769b6968b95" /> 2. However, teleporting lockers are funny. We have the station trait, but it announces itself and affects (potentially) every closet, which ruins some of the mystique. So I wanted to add that effect as something you can stumble upon in the wild accidentally - Imagine hopping into a locker in maint to dodge sec and you end up in the Captain's office. 3. Builds off of 2. Finding a locker that teleports you into the middle of security so you can jump out and surprise them the next time they show up sounds really funny. ## Changelog 🆑 Melbert del: Eigenstasium can no longer create Eigenlockers add: Rarely, maintenance lockers will spawn as Eigenlockers, potentially linked to any other locker on the station - yes, even the Captain's. add: Teleporting via an Eigenlocker doesn't auto-open the destination locker, allowing you to hide in them. /🆑
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@@ -107,15 +107,3 @@
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do_sparks(5, FALSE, living_mob)
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//FOR ADDICTION-LIKE EFFECTS, SEE datum/status_effect/eigenstasium
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///Lets you link lockers together
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/datum/reagent/eigenstate/expose_turf(turf/exposed_turf, reac_volume)
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. = ..()
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if(creation_purity < 0.8)
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return
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var/list/lockers = list()
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for(var/obj/structure/closet/closet in exposed_turf.contents)
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lockers += closet
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if(!lockers.len)
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return
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GLOB.eigenstate_manager.create_new_link(lockers, subtle = FALSE)
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