Strong blobs are now much more resistant to brute damage. Don't even bother hitting them with a wrench.
Tweaks blob reagents;
Removes Ripping Tendrils and Draining Spikes
Sporing Pods now does much less damage, and is less likely to produce spores when killed
Replicating Foam now takes increased brute damage and when expanding from damage, will not expand again
Energized Fibers no longer heals when hit with stamina damage, and is instead immune to the tesla
Boiling Oil takes damage from extinguisher blasts. Its blobbernauts, however, do not
Flammable Goo takes 50% increased burn damage
Regenerative Materia, Hallucinogenic Nectar, and Envenomed Filaments each do less toxin damage
Poisonous Strands applies its damage over a longer period of time
Explosive Lattice now takes much higher damage from fire, flashbangs, and the tesla
Reactive Gelatin now has a lower minimum damage
Electromagnetic Web takes full brute damage, lasers will now one-hit normal blobs, and the death EMP is smaller
Cryogenic Liquid does less burn damage
Pressurized Slime does less brute damage
Spores now fly properly(and zombies don't)
Added Adaptive Nexuses, which does medium brute damage and kills unconscious targets, reaping points for the overmind.
Draining Spikes, which is reddish pink, does medium brute damage, and drains blood from targets.
Shifting Materia, which is tan, does medium brute damage, and shifts position when attacked.
Flammable Goo, which is reddish orange, does low burn and toxin damage, and when hit with burn damage, emits a burst of flame. It takes more damage from burn, though.
Poisonous Strands, which is lavender and does burn, fire, and toxin damage over a few seconds, instead of instantly.
Bluespace Dust, which is bright green, does low toxin damage, irradiates, and may teleport targets.
Other changes;
Replicating Foam has a lower chance to expand when hit
Penetrating Spines is now purple instead of sea green.
The stream mode launches a chem puff that does not react with objects or turfs on its trajectory, it only reacts with standing mobs in its way, the puff doesn't go through the mob and is immediately deleted after reacting, or with the things on the last tile it can reach.
This mode is the initial mode for the nukeops chemsprayer (but the mode can still be toggled if you want to spray things on many tiles). Also the chemsprayer always spray 10 units per use now, and its range in spray mode is reduced to 4 tiles (so player aren't confused by the puff doing nothing when they aim very far and the amount transfered to each tile encountered is very low(amount is divided by range))
Fixes the chem puff appearing behind mobs it passes through.