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## About The Pull Request  It looks like this task has fallen to me. The reason this was originally removed was threefold: - Having your brain replaced would ghost you. - Having your lungs replaced would often instantly kill you in a way that people would take a long time to notice. - Several abstract or otherwise inappropriate organs could end up inside someone. I have solved all three of these problems using a blacklist. Lungs are simply never touched. Brains, sadly, are also never touched. We _can_ modify your brain without ghosting you and originally I implemented it that way, but the fact of the matter is that having your brain scrambled is essentially irreversible except via DNA infuser, if you had your brain replaced with a monkey brain which renders you unable to use complex machinery (or worse, a Psyker brain) there is very little that can be done about it. If people think that this is good to have anyway I can put it back in but it's probably for the best to leave it off. I moved the code that the DNA infuser used to safely implant a brain into a proc on organs when I originally expected that brain replacement would be a feature of this PR, but I've left it there in case anything else wants to do convenient brain replacement in the future (or already does and can be updated to use this method). The reason I didn't use a _white_list is because it seems like this list would easily become incredibly long and nobody would maintain it. A blacklist is slightly less safe, but reviewing the list it generates it seems fine. I also noted that the anomaly and the armour both implemented exactly the same code in two places, so I moved that into a proc on `carbon` instead. Now you don't need to apply changes in two places, and if anything else needs to do this in the future once anyone adds literally any items which use a bioscrambler core as material then it's easy for them too. Finally I scrubbed all cybernetics from the list and also made the anomaly not affect cybernetics. No strong reason for this one, just seemed like how it should work given that it's also blocked by bio armour. ## Why It's Good For The Game The bioscrambler in its current state doesn't do a whole lot, half of the things it changes are invisible under your clothes and often won't come up as a mechanical change unless you have developed chunky fingers or a sunlight allergy. This makes them somewhat more potentially dangerous and means people who are negatively effected might turn up at medbay asking for new eyes or a new stomach. Like the Dimensional anomaly it also introduces somewhat of a gamble feature. Some of the things on the list are _good_, and standing next to it might help you rather than harm you. Or more likely, both. As the infuser mechanic continues to add new organs with benefits and downsides it also makes this anomaly more interesting. Finally this gives the bioscrambler reactive armour a purpose, because now it means that people attacking you have a chance to spontaneously grow cat ears or snail eyes. ## Changelog 🆑 add: Bioscrambler anomalies will once again swap your organs with other organs. balance: Bioscrambler anomalies no longer affect synthetic parts. /🆑