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Paradise/code/modules/hydroponics/spreading
FalseIncarnate 7702b5957d Weaponized Botany Changes
HEAVILY nerfs spreading plants!
- Spread chance cut down by 66%
- In general, plants will spread slower, meaning they won't outpace a
goat wielding a scythe and plant-killer grenades.
- Spread distance cut down by AT LEAST 66%
- TRAIT_SPREAD 1 plants (glowshrooms) will spread to a maximum distance
of (TRAIT_POTENCY * 0.1)
- TRAIT_SPREAD 2 plants (kudzu) will spread to a maximum distance of
(TRAIT_POTENCY * 0.6) if they are vines or biomass growth_type (most
common types)
- TRAIT_SPREAD 2 that have the "worms" or "mold" growth_type will spread
to a maximum distance of (TRAIT_POTENCY * 0.3)

Buffs spreading plants!
- Spreading plants with thorns or stinging will now properly attempt to
affect anyone who walks over them!
- Wearing shoes gives you a 50% chance to avoid being affected by thorns
and stings

Rewrites stinging plant defenses and logic
- Stinging plants now will target a specific limb/body part and check
for the appropriate clothing coverage
- Spreading plant stings will only target legs and feet
- Picking up stinging fruit will only target hands
- Being hit with a stinging fruit will target the hit limb
- THICKMATERIAL clothing from hardsuits and biosuits will protect from
stings that target areas they cover
- Clothes will protect their covered areas from stings
- Protecting the head requires covering the eyes and mouth with either
the helmet or glasses/masks
- If you aren't fully protected in the target area, you get stung.

Fruit with thorns and/or stinging now properly apply their effects when
thrown or used as melee weapons
- Still requires HARM intent to use fruit as a melee weapon instead of
feeding it to the target
- Stinging fruit will check the hit area for protection
- Stinging fruit will crumble into dust if it uses up all its reagents.
- Stringing fruit still has a chance to break on hit even while it has
reagents left.
2015-11-26 01:27:21 -05:00
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2015-11-26 01:27:21 -05:00