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Bubberstation/code/datums/mind
MrMelbert 7d3c761150 Minor addiction refactor (#95080)
## About The Pull Request

### Rewrite stuff

Reagent addictions are written in terms of "units to addict" kinda like
how they were ages ago

For example `addiction_types = list(/datum/addiction/hallucinogens =
60)` says "We can expect to get addicted if we consume 60 units of this
reagent alone"

For easily converting units, I used the following equation
```
x = 1 / ((o * 0.2 / m / 2) / 600)

o = the old addiction number
m = the metabolism rate
x = the converted threshold
```
Example (Nicotine)
```
x = 1 / ((o * 0.2 / m / 2) / 600)

o = 15
m = 0.025
x = 10 (10 units to addict)
```

FULL TRANSPARENCY: Some reagents had some really weird results like
`33.33u` or `685.78u`
I rounded them to nicer numbers like `30u` or `685u`. I don't think
anyone would really care.

I anticipate this being easier to work with than the arbitrary point
values

### Mechanics stuff

Addiction gained is now calculated based on units metabolized, rather
than the static metabolism rate.
So if you metabolize less than a full metabolism tick, you aren't given
the full addiction points.

## Why It's Good For The Game

### Rewrite stuff 

Addiction rates are kinda insane.

If you look at nicotine you see: `list(/datum/addiction/nicotine = 15)`
Then if you look at maintenance powder:
`list(/datum/addiction/maintenance_drugs = 14)`

You would assume that these give you addiction at a similar rate... but
ACTUALLY
you would get nicotine addiction from 10u consumed
and you would get maintenance drug addiction from 50u consumed

This was because nicotine's metabolism rate is 0.025 vs maintenance
powder's 0.1 metabolism rate - this is not exactly obvious at a glance
which makes tweaking addiction values kind of painful

Putting them in terms of "units to addict" makes it a lot easy to parse
at a glance - metabolism rate nor any other variable is necessary to
know how potent a substance is

(In particular you can see some reagents take **upwards of 1,200u** to
addict on their own. Which is INSANEEE. I want to go through in a second
pr and tweak all these values down)

### Mechanics stuff

This ultimately changes very little, it just makes sense that
metabolizing more or less of a reagent at once would give you more or
less addiction progress.

## Changelog

🆑 Melbert
refactor: Rewrites how addiction points are applied from reagents. Some
reagents may be marginally more or less addictive as a consequence.
balance: Addiction gained per metabolism tick now scales to the amount
of reagents metabolized. In other words if you metabolize 0.2 units
instead of the expected 0.4 units, you get 0.5x of the amount of
addiction gain. This ultimately changes very little and I would imagine
it's how most people expected it to work in the first place...
/🆑
2026-02-13 20:02:58 -05:00
..
2026-02-13 20:02:58 -05:00