diff --git a/code/modules/xenoarcheaology/effects/temperature.dm b/code/modules/xenoarcheaology/effects/temperature.dm index d4af74b978..6a41272aaf 100644 --- a/code/modules/xenoarcheaology/effects/temperature.dm +++ b/code/modules/xenoarcheaology/effects/temperature.dm @@ -1,11 +1,11 @@ /// Verified to work with the Artifact Harvester -//inverse of /datum/artifact_effect/heat, the two effects split up for neatness' sake #define COLD 1 #define HOT 2 /datum/artifact_effect/temperature name = "Atmospheric Temperature Change" var/target_temp var/temp_change = COLD + can_start_activated = FALSE effect_color = "#b3f6ff" diff --git a/code/modules/xenoarcheaology/finds/find_spawning.dm b/code/modules/xenoarcheaology/finds/find_spawning.dm index 8a21e65b25..99c4e06c5e 100644 --- a/code/modules/xenoarcheaology/finds/find_spawning.dm +++ b/code/modules/xenoarcheaology/finds/find_spawning.dm @@ -343,7 +343,7 @@ possible_laser_paths += /obj/item/projectile/ion possible_laser_paths += subtypesof(/obj/item/projectile/energy/floramut) // THE BLACKLIST - possible_laser_paths -= list(/obj/item/projectile/beam/pulse, /obj/item/projectile/beam/pulse/heavy) + // possible_laser_paths -= list(/obj/item/projectile/beam/pulse, /obj/item/projectile/beam/pulse/heavy, /obj/item/projectile/beam/final_option) //These are very very rare...Disabling the blacklist for now because the chance of finding them is so low that it feels like a nice treat when you DO find them. If it ends up being problemmatic, just reenable this line. var/new_laser = pick(possible_laser_paths) new_gun.projectile_type = new_laser new_item = new_gun