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## About The Pull Request Unstable Mutagen 1. Now consistently adds 0.1 instability per unit per tick (the same as L4Z) 2. No longer applies toxin damage directly 3. RNG roll now scales strength based on volume - 10u of mutagen = 1x effect modifier. 4. RNG instability roll now grants 2(*modifier) instability (down from 5) 5. RNG instability roll now also adds 1.5(*modifier) toxins 6. RNG instability roll now applies even if the tray is set to auto-grow 7. RNG health penalty now deals 5(*modifier) damage (down from 10) Uranium 1. Now consistently adds 0.05 instability per unit per tick (half as powerful as L4Z) 2. Now adds `0.5 * volume * toxpower` toxins, rather than `volume / toxpower` 3. No longer damages plant health directly 4. Has the same changes as Unstable Mutagen wrt RNG rolls New genes - Adds `Toxin Resistance`, which grants the plant immunity to health damage from high toxins in the tray. - Available in Death Berries, for which it is now their graft gene. - Adds `Toxin Adaptation`, which not only grants the plant immunity to health damage - Not available naturally (yet?), must be mutated (or found in strange seeds) Other Cleaned up a smidge of botany code while working in the area ## Why It's Good For The Game Unstable Mutagen is... ok. It's perfectly usable, but it requires a lot of work for something that you don't have easy access to. Best case it's only slightly (1.25x) better than L4Z alone. Gurus will make a mixture of L4Z, mutagen, and cryoxadone or multiver for maximum mutation speed, which is cool, but a little cheesy. As a consequence, Mutagen is USUALLY only used 1. as a noob trap and 2. to get Kudzu or spiders This makes me sad considering how it used to have legendary status for botany. So I kinda wanted to bring it back. The flat scaling makes it worst case AS GOOD AS L4Z. You are rewarded for getting something besides vendor chems. The RNG roll changes give it a bit of a boost, so it becomes "L4Z+ but with a minor downside". It also removes the cheese aspect, which I admit is kinda sad. Green = Mutagen Purple = l4z p = probability of RNG instability v = volume y = instability x = ticks <img width="1505" height="721" alt="image" src="https://github.com/user-attachments/assets/ea67d198-ea4f-44a7-9798-7d1bf0f3ef8b" /> 20u mutagen = 17 ticks for 100 instability + 25 toxins 20u l4z = 25ticks for 100 instability + 0 toxins Speed scales faster (1.25x faster at 10u, 1.5x faster at 20u, 1.75x faster at 30u) - but so does toxin accumulation TL;DR more mutagen = more mutation = more toxin Now you're wondering "Okay where does the gene changes come into play" Well I'm a big fan of fertilizers that require you use *botany* knowledge, not chem knowledge, *botany* knowledge to maximize their potential. For example, using Weed Adaptation for consequence-free Liquid Earthquake. I wanted do to that here, so I added these two genes that allow you to get no penalties for tray toxins, allowing "unchecked" use of mutagen (and such) for a clever botanist. ## Changelog 🆑 Melbert balance: Rebalanced Unstable Mutagen's / Uranium's botany use. It now always increases instability (on par with L4Z), and occasionally increases instability even more at the costs of some toxins. It also scales with volume add: Adds "Toxin Resistance" gene to botany which makes the plant immune to toxin damage. Given (and graftable from) Death Berries. add: Adds "Toxin Adaptation" gene to botany which makes the plant heal from toxin damage. Only in strange seeds (for now). code: Cleaned up a smidge of botany code /🆑
58 lines
1.9 KiB
Plaintext
58 lines
1.9 KiB
Plaintext
/**
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*This is NOW the gradual affects that each chemical applies on every process() proc. Nutrients now use a more robust reagent holder in order to apply less insane
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* stat changes as opposed to 271 lines of individual statline effects. Shoutout to the original comments on chems, I just cleaned a few up.
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*/
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/obj/machinery/hydroponics/proc/apply_chemicals(mob/user)
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///Contains the reagents within the tray.
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if(myseed)
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myseed.on_chem_reaction(reagents) //In case seeds have some special interactions with special chems, currently only used by vines
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for(var/datum/reagent/chem as anything in reagents.reagent_list)
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if(chem.volume < 1)
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continue
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chem.on_hydroponics_apply(src, user)
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/obj/machinery/hydroponics/expose_reagents(list/reagents, datum/reagents/source, methods = TOUCH, volume_modifier = 1, show_message = TRUE)
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. = ..()
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if(. & COMPONENT_NO_EXPOSE_REAGENTS)
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return
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if(src.reagents.holder_full())
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return
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for(var/datum/reagent/reagent as anything in reagents)
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if(istype(reagent, /datum/reagent/water))
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adjust_waterlevel(round(reagents[reagent]))
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else
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src.reagents.add_reagent(reagent.type, reagents[reagent])
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update_appearance()
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/// Called when a radioactive reagent is applied to the tray
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/obj/machinery/hydroponics/proc/radioactive_exposure(modifier = 1)
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if(isnull(myseed))
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return
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if(prob(min(75, 25 * modifier)))
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myseed.adjust_instability(round(2 * modifier))
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adjust_toxic(round(1.5 * modifier)) // It is still toxic, mind you
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return
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switch(rand(0, 50))
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if(41 to 50)
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adjust_plant_health(round(-5 * modifier))
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visible_message(span_warning("\The [myseed.plantname] starts to wilt and burn!"))
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if(21 to 40)
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visible_message(span_notice("\The [myseed.plantname] appears unusually reactive..."))
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if(11 to 20)
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if(modifier >= 0.5)
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mutateweed()
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else
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adjust_weedlevel(max(1, round(modifier)))
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if(0 to 10)
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if(modifier >= 0.5)
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mutatepest()
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else
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adjust_pestlevel(max(1, round(modifier)))
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