diff --git a/code/game/objects/effects/chem/chemsmoke.dm b/code/game/objects/effects/chem/chemsmoke.dm
index f23eca0149..5538755d24 100644
--- a/code/game/objects/effects/chem/chemsmoke.dm
+++ b/code/game/objects/effects/chem/chemsmoke.dm
@@ -174,10 +174,11 @@
walk_to(smoke, T)
if(initial(smoke.opacity))
smoke.set_opacity(1) //switching opacity on after the smoke has spawned, and then
- sleep(150+rand(0,20)) // turning it off before it is deleted results in cleaner
- smoke.set_opacity(0) // lighting and view range updates
- fadeOut(smoke)
- qdel(smoke)
+ spawn()
+ sleep(150+rand(0,20)) // turning it off before it is deleted results in cleaner
+ smoke.set_opacity(0) // lighting and view range updates
+ fadeOut(smoke)
+ qdel(smoke)
/datum/effect/effect/system/smoke_spread/chem/spores/spawnSmoke(var/turf/T, var/icon/I, var/dist = 1)
var/obj/effect/effect/smoke/chem/spores = new /obj/effect/effect/smoke/chem(location)
diff --git a/code/modules/blob2/overmind/types.dm b/code/modules/blob2/overmind/types.dm
index bac7cfbd7c..79df541aae 100644
--- a/code/modules/blob2/overmind/types.dm
+++ b/code/modules/blob2/overmind/types.dm
@@ -109,1005 +109,3 @@
// Set up the blob type for the chunk.
/datum/blob_type/proc/chunk_setup(obj/item/weapon/blobcore_chunk/B)
return
-
-// Subtypes
-
-// Super fast spreading, but weak to EMP.
-/datum/blob_type/grey_goo
- name = "grey tide"
- desc = "A swarm of self replicating nanomachines. Extremely illegal and dangerous, the EIO was meant to prevent this from showing up a second time."
- effect_desc = "Spreads much faster than average, but is harmed greatly by electromagnetic pulses."
- ai_desc = "genocidal"
- difficulty = BLOB_DIFFICULTY_SUPERHARD // Fastest spread of them all and has snowballing capabilities.
- color = "#888888"
- complementary_color = "#CCCCCC"
- spread_modifier = 1.0
- slow_spread_with_size = FALSE
- ai_aggressiveness = 80
- can_build_resources = TRUE
- attack_message = "The tide tries to swallow you"
- attack_message_living = ", and you feel your skin dissolve"
- attack_message_synth = ", and your external plating dissolves"
-
-/datum/blob_type/grey_goo/on_emp(obj/structure/blob/B, severity)
- B.adjust_integrity(-(20 / severity))
-
-/datum/blob_type/grey_goo/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
- var/turf/T = get_turf(B)
- for(var/mob/living/L in view(world.view, T))
- if(L.stat != DEAD)
- L.adjustBruteLoss(-1)
- L.adjustFireLoss(-1)
- return
-
-// Slow, tanky blobtype which uses not spores, but hivebots, as its soldiers.
-/datum/blob_type/fabrication_swarm
- name = "iron tide"
- desc = "A swarm of self replicating construction nanites. Incredibly illegal, but only mildly dangerous."
- effect_desc = "Slow-spreading, but incredibly resiliant. It has a chance to harden itself against attacks automatically for no resource cost, and uses cheaply-constructed hivebots as soldiers."
- ai_desc = "defensive"
- difficulty = BLOB_DIFFICULTY_MEDIUM // Emitters are okay, EMP is great.
- color = "#666666"
- complementary_color = "#B7410E"
- spread_modifier = 0.2
- can_build_factories = TRUE
- can_build_resources = TRUE
- attack_message = "The tide tries to shove you away"
- attack_message_living = ", and your skin itches"
- attack_message_synth = ", and your external plating dulls"
- attack_verb = "shoves"
- armor_pen = 40
- damage_lower = 10
- damage_upper = 25
- brute_multiplier = 0.25
- burn_multiplier = 0.6
- ai_aggressiveness = 50 //Really doesn't like you near it.
- spore_type = /mob/living/simple_mob/mechanical/hivebot/swarm
-
-/datum/blob_type/fabrication_swarm/on_received_damage(var/obj/structure/blob/B, damage, damage_type, mob/living/attacker)
- if(istype(B, /obj/structure/blob/normal))
- if(damage > 0)
- var/reinforce_probability = min(damage, 70)
- if(prob(reinforce_probability))
- B.visible_message("The [name] quakes, before rapidly hardening!")
- new/obj/structure/blob/shield(get_turf(B), B.overmind)
- qdel(B)
- return ..()
-
-/datum/blob_type/fabrication_swarm/on_emp(obj/structure/blob/B, severity)
- B.adjust_integrity(-(30 / severity))
-
-/datum/blob_type/fabrication_swarm/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
- var/turf/T = get_turf(B)
- for(var/mob/living/L in view(world.view, T))
- if(L.stat != DEAD && L.isSynthetic())
- L.adjustBruteLoss(-1)
- L.adjustFireLoss(-1)
- return
-
-// A blob meant to be fought like a fire.
-/datum/blob_type/blazing_oil
- name = "blazing oil"
- desc = "A strange, extremely vicious liquid that seems to burn endlessly."
- ai_desc = "aggressive"
- effect_desc = "Cannot be harmed by burning weapons, and ignites entities it attacks. It will also gradually heat up the area it is in. Water harms it greatly."
- difficulty = BLOB_DIFFICULTY_MEDIUM // Emitters don't work but extinguishers are fairly common. Might need fire/atmos suits.
- color = "#B68D00"
- complementary_color = "#BE5532"
- spread_modifier = 0.5
- ai_aggressiveness = 50
- damage_type = BURN
- burn_multiplier = 0 // Fire immunity
- chunk_active_ability_cooldown = 4 MINUTES
- attack_message = "The blazing oil splashes you with its burning oil"
- attack_message_living = ", and you feel your skin char and melt"
- attack_message_synth = ", and your external plating melts"
- attack_verb = "splashes"
-
-/datum/blob_type/blazing_oil/on_attack(obj/structure/blob/B, mob/living/victim)
- victim.fire_act() // Burn them.
-
-/datum/blob_type/blazing_oil/on_water(obj/structure/blob/B, amount)
- spawn(1)
- B.adjust_integrity(-(amount * 5))
-
-/datum/blob_type/blazing_oil/on_pulse(var/obj/structure/blob/B)
- var/turf/T = get_turf(B)
- if(!T)
- return
- var/datum/gas_mixture/env = T.return_air()
- if(env)
- env.add_thermal_energy(10 * 1000)
-
-/datum/blob_type/blazing_oil/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
- var/turf/T = get_turf(B)
- if(!T)
- return
- var/datum/gas_mixture/env = T.return_air()
- if(env)
- env.add_thermal_energy(10 * 1000)
-
-/datum/blob_type/blazing_oil/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
- user.add_modifier(/datum/modifier/exothermic, 5 MINUTES)
- return
-
-// Mostly a classic blob. No nodes, no other blob types.
-/datum/blob_type/classic
- name = "lethargic blob"
- desc = "A mass that seems bound to its core."
- ai_desc = "unambitious"
- effect_desc = "Will not create any nodes. Has average strength and resistances."
- difficulty = BLOB_DIFFICULTY_EASY // Behaves almost like oldblob, and as such is about as easy as oldblob.
- color = "#AAFF00"
- complementary_color = "#57787B"
- can_build_nodes = FALSE
- spread_modifier = 1.0
- ai_aggressiveness = 0
-
-/datum/blob_type/classic/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
- var/turf/T = get_turf(B)
-
- to_chat(user, "\The [B] produces a soothing ooze!")
-
- T.visible_message("\The [B] shudders at \the [user]'s touch, before disgorging a disgusting ooze.")
-
- for(var/turf/simulated/floor/F in view(2, T))
- spawn()
- var/obj/effect/effect/water/splash = new(T)
- splash.create_reagents(15)
- splash.reagents.add_reagent("blood", 10,list("blood_colour" = color))
- splash.set_color()
-
- splash.set_up(F, 2, 3)
-
- var/obj/effect/decal/cleanable/chemcoating/blood = locate() in T
- if(!istype(blood))
- blood = new(T)
- blood.reagents.add_reagent("blood", 10,list("blood_colour" = color))
- blood.reagents.add_reagent("tricorlidaze", 5)
- blood.update_icon()
-
- return
-
-// Makes robots cry. Really weak to brute damage.
-/datum/blob_type/electromagnetic_web
- name = "electromagnetic web"
- desc = "A gooy mesh that generates an electromagnetic field. Electronics will likely be ruined if nearby."
- ai_desc = "balanced"
- effect_desc = "Causes an EMP on attack, and will EMP upon death. It is also more fragile than average, especially to brute force."
- difficulty = BLOB_DIFFICULTY_MEDIUM // Rough for robots but otherwise fragile and can be fought at range like most blobs anyways.
- color = "#83ECEC"
- complementary_color = "#EC8383"
- damage_type = BURN
- damage_lower = 10
- damage_upper = 20
- brute_multiplier = 3
- burn_multiplier = 2
- ai_aggressiveness = 60
- chunk_active_type = BLOB_CHUNK_CONSTANT
- attack_message = "The web lashes you"
- attack_message_living = ", and you hear a faint buzzing"
- attack_message_synth = ", and your electronics get badly damaged"
- attack_verb = "lashes"
-
-/datum/blob_type/electromagnetic_web/on_death(obj/structure/blob/B)
- empulse(B.loc, 0, 1, 2)
-
-/datum/blob_type/electromagnetic_web/on_attack(obj/structure/blob/B, mob/living/victim)
- victim.emp_act(2)
-
-/datum/blob_type/electromagnetic_web/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
- var/turf/T = get_turf(B)
- if(!T)
- return
-
- for(var/mob/living/L in view(2, T))
- L.add_modifier(/datum/modifier/faraday, 30 SECONDS)
-
-// Makes spores that spread the blob and infest dead people.
-/datum/blob_type/fungal_bloom
- name = "fungal bloom"
- desc = "A massive network of rapidly expanding mycelium. Large spore-like particles can be seen spreading from it."
- ai_desc = "swarming"
- effect_desc = "Creates floating spores that attack enemies from specialized blobs, and will spread the blob if killed. The spores can also \
- infest deceased biological humanoids. It is vulnerable to fire."
- difficulty = BLOB_DIFFICULTY_MEDIUM // The spores are more of an annoyance but can be difficult to contain.
- color = "#AAAAAA"
- complementary_color = "#FFFFFF"
- damage_type = TOX
- damage_lower = 15
- damage_upper = 25
- spread_modifier = 0.3 // Lower, since spores will do a lot of the spreading.
- burn_multiplier = 3
- ai_aggressiveness = 40
- can_build_factories = TRUE
- spore_type = /mob/living/simple_mob/blob/spore/infesting
- chunk_active_ability_cooldown = 2 MINUTES
-
-/datum/blob_type/fungal_bloom/on_spore_death(mob/living/simple_mob/blob/spore/S)
- if(S.is_infesting)
- return // Don't make blobs if they were on someone's head.
- var/turf/T = get_turf(S)
- var/obj/structure/blob/B = locate(/obj/structure/blob) in T
- if(B) // Is there already a blob here? If so, just heal it.
- B.adjust_integrity(10)
- else
- B = new /obj/structure/blob/normal(T, S.overmind) // Otherwise spread it.
- B.visible_message("\A [B] forms on \the [T] as \the [S] bursts!")
-
-/datum/blob_type/fungal_bloom/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
- var/mob/living/simple_mob/blob/spore/S = new spore_type(get_turf(B))
- S.faction = user.faction
- S.blob_type = src
- S.update_icons()
- S.ai_holder.forget_everything()
-
-// Makes tons of weak spores whenever it spreads.
-/datum/blob_type/fulminant_organism
- name = "fulminant organism"
- desc = "A self expanding mass of living biomaterial, that appears to produce entities to defend it, much like a living organism's immune system."
- ai_desc = "swarming"
- effect_desc = "Creates weak floating spores that attack enemies from specialized blobs, has a chance to also create a spore when \
- it spreads onto a new tile, and has a chance to create a spore when a blob tile is destroyed. It is more fragile than average to all types of damage."
- difficulty = BLOB_DIFFICULTY_HARD // Loads of spores that can overwhelm, and spreads quickly.
- color = "#FF0000" // Red
- complementary_color = "#FFCC00" // Orange-ish
- damage_type = TOX
- damage_lower = 10
- damage_upper = 20
- spread_modifier = 0.7
- burn_multiplier = 1.5
- brute_multiplier = 1.5
- ai_aggressiveness = 30 // The spores do most of the fighting.
- can_build_factories = TRUE
- spore_type = /mob/living/simple_mob/blob/spore/weak
- chunk_active_ability_cooldown = 60 SECONDS
-
-/datum/blob_type/fulminant_organism/on_expand(var/obj/structure/blob/B, var/obj/structure/blob/new_B, var/turf/T, var/mob/observer/blob/O)
- if(prob(10)) // 10% chance to make a weak spore when expanding.
- var/mob/living/simple_mob/blob/spore/S = new spore_type(T)
- if(istype(S))
- S.overmind = O
- O.blob_mobs.Add(S)
- else
- S.faction = "blob"
- S.update_icons()
-
-/datum/blob_type/fulminant_organism/on_death(obj/structure/blob/B)
- if(prob(33)) // 33% chance to make a spore when dying.
- var/mob/living/simple_mob/blob/spore/S = new spore_type(get_turf(B))
- B.visible_message("\The [S] floats free from the [name]!")
- if(istype(S))
- S.overmind = B.overmind
- B.overmind.blob_mobs.Add(S)
- else
- S.faction = "blob"
- S.update_icons()
-
-/datum/blob_type/fulminant_organism/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
- for(var/I = 1 to rand(3,4))
- var/mob/living/simple_mob/blob/spore/S = new spore_type(get_turf(B))
- S.faction = user.faction
- S.blob_type = src
- S.update_icons()
- S.ai_holder.forget_everything()
- S.add_modifier(/datum/modifier/doomed, 2 MINUTES)
-
-// Auto-retaliates against melee attacks. Weak to projectiles.
-/datum/blob_type/reactive_spines
- name = "reactive spines"
- desc = "An ever-growing lifeform with a large amount of sharp, powerful looking spines. They look like they could pierce most armor."
- ai_desc = "defensive"
- effect_desc = "When attacked by a melee weapon, it will automatically retaliate, striking the attacker with an armor piercing attack. \
- The blob itself is rather weak to all forms of attacks regardless, and lacks automatic realitation from ranged attacks."
- difficulty = BLOB_DIFFICULTY_EASY // Potentially deadly to people not knowing the mechanics, but otherwise fairly tame, due to its slow spread and weakness.
- color = "#9ACD32"
- complementary_color = "#FFA500"
- damage_type = BRUTE
- damage_lower = 30
- damage_upper = 40
- armor_pen = 50 // Even with riot armor and tactical jumpsuit, you'd have 90 armor, reduced by 50, totaling 40. Getting hit for around 21 damage is still rough.
- burn_multiplier = 2.0
- brute_multiplier = 2.0
- spread_modifier = 0.35 // Ranged projectiles tend to have a higher material cost, so ease up on the spreading.
- ai_aggressiveness = 40
- chunk_passive_ability_cooldown = 0.5 SECONDS
- attack_message = "The blob stabs you"
- attack_message_living = ", and you feel sharp spines pierce your flesh"
- attack_message_synth = ", and your external plating is pierced by sharp spines"
- attack_verb = "stabs"
- spore_projectile = /obj/item/projectile/bullet/thorn
-
-// Even if the melee attack is enough to one-shot this blob, it gets to retaliate at least once.
-/datum/blob_type/reactive_spines/on_received_damage(var/obj/structure/blob/B, damage, damage_type, mob/living/attacker)
- if(damage > 0 && attacker && get_dist(B, attacker) <= 1)
- B.visible_message("The [name] retaliates, lashing out at \the [attacker]!")
- B.blob_attack_animation(attacker, B.overmind)
- attacker.blob_act(B)
- return ..()
-
-// We're expecting 1 to be a target, 2 to be an old move loc, and 3 to be a new move loc.
-/datum/blob_type/reactive_spines/chunk_unique(obj/item/weapon/blobcore_chunk/B, var/list/extra_data = null)
- if(!LAZYLEN(extra_data))
- return
-
- var/atom/movable/A = extra_data[1]
-
- if(istype(A, /mob/living) && world.time > (B.last_passive_use + B.passive_ability_cooldown) && B.should_tick)
- B.last_passive_use = world.time
- var/mob/living/L = A
-
- var/mob/living/carrier = B.get_carrier()
-
- if(!istype(carrier) || L.z != carrier.z || L == carrier || get_dist(L, carrier) > 3)
- return
-
- var/obj/item/projectile/P = new spore_projectile(get_turf(B))
-
- carrier.visible_message("\The [B] fires a spine at \the [L]!")
- P.launch_projectile(L, BP_TORSO, carrier)
-
- return
-
-/datum/blob_type/reactive_spines/chunk_setup(obj/item/weapon/blobcore_chunk/B)
- GLOB.moved_event.register_global(B, /obj/item/weapon/blobcore_chunk/proc/call_chunk_unique)
- return
-
-// Spreads damage to nearby blobs, and attacks with the force of all nearby blobs.
-/datum/blob_type/synchronous_mesh
- name = "synchronous mesh"
- desc = "A mesh that seems strongly interconnected to itself. It moves slowly, but with purpose."
- ai_desc = "defensive"
- effect_desc = "When damaged, spreads the damage to nearby blobs. When attacking, damage is increased based on how many blobs are near the target. It is resistant to burn damage."
- difficulty = BLOB_DIFFICULTY_EASY // Mostly a tank and spank.
- color = "#65ADA2"
- complementary_color = "#AD6570"
- damage_type = BRUTE
- damage_lower = 10
- damage_upper = 15
- brute_multiplier = 0.5
- burn_multiplier = 0.2 // Emitters do so much damage that this will likely not matter too much.
- spread_modifier = 0.3 // Since the blob spreads damage, it takes awhile to actually kill, so spread is reduced.
- ai_aggressiveness = 60
- attack_message = "The mesh synchronously strikes you"
- attack_verb = "synchronously strikes"
- var/synchronously_attacking = FALSE
-
-/datum/blob_type/synchronous_mesh/on_attack(obj/structure/blob/B, mob/living/victim)
- if(synchronously_attacking)
- return
- synchronously_attacking = TRUE // To avoid infinite loops.
- for(var/obj/structure/blob/C in orange(1, victim))
- if(victim) // Some things delete themselves when dead...
- C.blob_attack_animation(victim)
- victim.blob_act(C)
- synchronously_attacking = FALSE
-
-/datum/blob_type/synchronous_mesh/on_received_damage(var/obj/structure/blob/B, damage, damage_type)
- var/list/blobs_to_hurt = list() // Maximum split is 9, reducing the damage each blob takes to 11.1% but doing that damage to 9 blobs.
- for(var/obj/structure/blob/C in range(1, B))
- if(!istype(C, /obj/structure/blob/core) && !istype(C, /obj/structure/blob/node) && C.overmind && (C.overmind == B.overmind) ) //if it doesn't have the same 'ownership' or is a core or node, don't split damage to it
- blobs_to_hurt += C
-
- for(var/thing in blobs_to_hurt)
- var/obj/structure/blob/C = thing
- if(C == B)
- continue // We'll damage this later.
-
- C.adjust_integrity(-(damage / blobs_to_hurt.len))
-
- return damage / max(blobs_to_hurt.len, 1) // To hurt the blob that got hit.
-
-/datum/blob_type/synchronous_mesh/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
- var/mob/living/carrier = B.get_carrier()
-
- if(!carrier)
- return
-
- var/list/nearby_mobs = list()
- for(var/mob/living/L in oview(world.view, carrier))
- if(L.stat != DEAD)
- nearby_mobs |= L
-
- if(nearby_mobs.len)
- for(var/mob/living/victim in nearby_mobs)
- var/need_beam = FALSE
-
- if(carrier.getBruteLoss())
- need_beam = TRUE
- victim.adjustBruteLoss(3 / nearby_mobs.len)
- carrier.adjustBruteLoss(-3 / nearby_mobs.len)
-
- if(carrier.getFireLoss())
- need_beam = TRUE
- victim.adjustFireLoss(3 / nearby_mobs.len)
- carrier.adjustFireLoss(-3 / nearby_mobs.len)
-
- if(need_beam)
- carrier.visible_message("\icon [B] \The [B] sends noxious spores toward \the [victim]!")
- carrier.Beam(victim, icon_state = "lichbeam", time = 2 SECONDS)
-
-/datum/blob_type/shifting_fragments
- name = "shifting fragments"
- desc = "A collection of fragments that seem to shuffle around constantly."
- ai_desc = "evasive"
- effect_desc = "Swaps places with nearby blobs when hit or when expanding."
- difficulty = BLOB_DIFFICULTY_EASY
- color = "#C8963C"
- complementary_color = "#3C6EC8"
- damage_type = BRUTE
- damage_lower = 20
- damage_upper = 30
- brute_multiplier = 0.5
- burn_multiplier = 0.5
- spread_modifier = 0.5
- ai_aggressiveness = 30
- chunk_active_ability_cooldown = 3 MINUTES
- attack_message = "A fragment strikes you"
- attack_verb = "strikes"
-
-/datum/blob_type/shifting_fragments/on_received_damage(var/obj/structure/blob/B, damage, damage_type)
- if(damage > 0 && prob(60))
- var/list/available_blobs = list()
- for(var/obj/structure/blob/OB in orange(1, B))
- if((istype(OB, /obj/structure/blob/normal) || (istype(OB, /obj/structure/blob/shield) && prob(25))) && OB.overmind && OB.overmind == B.overmind)
- available_blobs += OB
- if(available_blobs.len)
- var/obj/structure/blob/targeted = pick(available_blobs)
- var/turf/T = get_turf(targeted)
- targeted.forceMove(get_turf(B))
- B.forceMove(T) // Swap places.
- return ..()
-
-/datum/blob_type/shifting_fragments/on_expand(var/obj/structure/blob/B, var/obj/structure/blob/new_B, var/turf/T, var/mob/observer/blob/O)
- if(istype(B, /obj/structure/blob/normal) || (istype(B, /obj/structure/blob/shield) && prob(25)))
- new_B.forceMove(get_turf(B))
- B.forceMove(T)
-
-/datum/blob_type/shifting_fragments/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
- user.add_modifier(/datum/modifier/sprinting, 2 MINUTES)
- return
-
-// A very cool blob, literally.
-/datum/blob_type/cryogenic_goo
- name = "cryogenic goo"
- desc = "A mass of goo that freezes anything it touches."
- ai_desc = "balanced"
- effect_desc = "Lowers the temperature of the room passively, and will also greatly lower the temperature of anything it attacks."
- difficulty = BLOB_DIFFICULTY_MEDIUM
- color = "#8BA6E9"
- complementary_color = "#7D6EB4"
- damage_type = BURN
- damage_lower = 15
- damage_upper = 25
- brute_multiplier = 0.25
- burn_multiplier = 1.2
- spread_modifier = 0.5
- ai_aggressiveness = 50
- chunk_active_ability_cooldown = 4 MINUTES
- attack_message = "The goo stabs you"
- attack_message_living = ", and you feel an intense chill from within"
- attack_message_synth = ", and your system reports lower internal temperatures"
- attack_verb = "stabs"
-
-/datum/blob_type/cryogenic_goo/on_attack(obj/structure/blob/B, mob/living/victim)
- if(ishuman(victim))
- var/mob/living/carbon/human/H = victim
- var/protection = H.get_cold_protection(50)
- if(protection < 1)
- var/temp_change = 80 // Each hit can reduce temperature by up to 80 kelvin.
- var/datum/species/baseline = GLOB.all_species["Human"]
- var/temp_cap = baseline.cold_level_3 - 5 // Can't go lower than this.
-
- var/cold_factor = abs(protection - 1)
- temp_change *= cold_factor // If protection was at 0.5, then they only lose 40 kelvin.
-
- H.bodytemperature = max(H.bodytemperature - temp_change, temp_cap)
- else // Just do some extra burn for mobs who don't process bodytemp
- victim.adjustFireLoss(20)
-
-/datum/blob_type/cryogenic_goo/on_pulse(var/obj/structure/blob/B)
- var/turf/simulated/T = get_turf(B)
- if(!istype(T))
- return
- T.freeze_floor()
- var/datum/gas_mixture/env = T.return_air()
- if(env)
- env.add_thermal_energy(-10 * 1000)
-
-/datum/blob_type/cryogenic_goo/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
- var/turf/simulated/T = get_turf(B)
- if(!istype(T))
- return
- T.freeze_floor()
- var/datum/gas_mixture/env = T.return_air()
- if(env)
- env.add_thermal_energy(-10 * 1000)
-
-/datum/blob_type/cryogenic_goo/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
- user.add_modifier(/datum/modifier/endothermic, 5 MINUTES)
- return
-
-// Electric blob that stuns.
-/datum/blob_type/energized_jelly
- name = "energized jelly"
- desc = "A substance that seems to generate electricity."
- ai_desc = "suppressive"
- effect_desc = "When attacking an entity, it will shock them with a strong electric shock. Repeated attacks can stun the target."
- difficulty = BLOB_DIFFICULTY_MEDIUM
- color = "#EFD65A"
- complementary_color = "#00E5B1"
- damage_type = BURN
- damage_lower = 5
- damage_upper = 10
- brute_multiplier = 0.5
- burn_multiplier = 0.5
- spread_modifier = 0.35
- ai_aggressiveness = 80
- attack_message = "The jelly prods you"
- attack_message_living = ", and your flesh burns as electricity arcs into you"
- attack_message_synth = ", and your internal circuity is overloaded as electricity arcs into you"
- attack_verb = "prods"
- spore_projectile = /obj/item/projectile/beam/shock
-
-/datum/blob_type/energized_jelly/on_attack(obj/structure/blob/B, mob/living/victim, def_zone)
- victim.electrocute_act(10, src, 1, def_zone)
- victim.stun_effect_act(0, 40, BP_TORSO, src)
-
-/datum/blob_type/energized_jelly/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
- for(var/mob/living/L in oview(world.view, get_turf(B)))
- var/mob/living/carrier = B.get_carrier()
-
- if(istype(carrier) && carrier == L)
- continue
-
- var/obj/item/projectile/P = new spore_projectile(get_turf(B))
-
- carrier.visible_message("\The [B] discharges energy toward \the [L]!")
- P.launch_projectile(L, BP_TORSO, carrier)
-
- return
-
-// A blob with area of effect attacks.
-/datum/blob_type/explosive_lattice
- name = "explosive lattice"
- desc = "A very unstable lattice that looks quite explosive."
- ai_desc = "aggressive"
- effect_desc = "When attacking an entity, it will cause a small explosion, hitting things near the target. It is somewhat resilient, but weaker to brute damage."
- difficulty = BLOB_DIFFICULTY_MEDIUM
- color = "#8B2500"
- complementary_color = "#00668B"
- damage_type = BURN
- damage_lower = 25
- damage_upper = 35
- armor_check = "bomb"
- armor_pen = 5 // This is so blob hits still hurt just slightly when wearing a bomb suit (100 bomb resist).
- brute_multiplier = 0.75
- burn_multiplier = 0.5
- spread_modifier = 0.4
- ai_aggressiveness = 75
- attack_message = "The lattice blasts you"
- attack_message_living = ", and your flesh burns from the blast wave"
- attack_message_synth = ", and your plating burns from the blast wave"
- attack_verb = "blasts"
- var/exploding = FALSE
-
-/datum/blob_type/explosive_lattice/on_attack(obj/structure/blob/B, mob/living/victim, def_zone) // This doesn't use actual bombs since they're too strong and it would hurt the blob.
- if(exploding) // We're busy, don't infinite loop us.
- return
-
- exploding = TRUE
- for(var/mob/living/L in range(get_turf(victim), 1)) // We don't use orange(), in case there is more than one mob on the target tile.
- if(L == victim) // Already hit.
- continue
- if(L.faction == "blob") // No friendly fire
- continue
- L.blob_act()
-
- // Visual effect.
- var/datum/effect/system/explosion/E = new/datum/effect/system/explosion/smokeless()
- var/turf/T = get_turf(victim)
- E.set_up(T)
- E.start()
-
- // Now for sounds.
- playsound(T, "explosion", 75, 1) // Local sound.
-
- for(var/mob/M in player_list) // For everyone else.
- if(M.z == T.z && get_dist(M, T) > world.view && !M.ear_deaf && !istype(M.loc,/turf/space))
- M << 'sound/effects/explosionfar.ogg'
-
- exploding = FALSE
-
-/datum/blob_type/explosive_lattice/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
- var/turf/T = get_turf(B)
- if(!T)
- return
-
- for(var/mob/living/L in view(1, T))
- L.add_modifier(/datum/modifier/blastshield, 30 SECONDS)
-
-// A blob that slips and drowns you.
-/datum/blob_type/pressurized_slime
- name = "pressurized slime"
- desc = "A large mass that seems to leak slippery fluid everywhere."
- ai_desc = "drowning"
- effect_desc = "Wets the floor when expanding and when hit. Tries to drown its enemies when attacking. It forces itself past internals. Resistant to burn damage."
- difficulty = BLOB_DIFFICULTY_HARD
- color = "#AAAABB"
- complementary_color = "#BBBBAA"
- damage_type = OXY
- damage_lower = 5
- damage_upper = 15
- armor_check = null
- brute_multiplier = 0.6
- burn_multiplier = 0.2
- spread_modifier = 0.4
- ai_aggressiveness = 75
- attack_message = "The slime splashes into you"
- attack_message_living = ", and you gasp for breath"
- attack_message_synth = ", and the fluid wears down on your components"
- attack_verb = "splashes"
-
-/datum/blob_type/pressurized_slime/on_attack(obj/structure/blob/B, mob/living/victim, def_zone)
- victim.water_act(5)
- var/turf/simulated/T = get_turf(victim)
- if(T)
- T.wet_floor()
-
-/datum/blob_type/pressurized_slime/on_received_damage(var/obj/structure/blob/B, damage, damage_type)
- wet_surroundings(B, damage)
- return ..()
-
-/datum/blob_type/pressurized_slime/on_pulse(var/obj/structure/blob/B)
- var/turf/simulated/T = get_turf(B)
- if(!istype(T))
- return
- T.wet_floor()
-
-/datum/blob_type/pressurized_slime/on_death(obj/structure/blob/B)
- B.visible_message("The blob ruptures, spraying the area with liquid!")
- wet_surroundings(B, 50)
-
-/datum/blob_type/pressurized_slime/proc/wet_surroundings(var/obj/structure/blob/B, var/probability = 50)
- for(var/turf/simulated/T in range(1, get_turf(B)))
- if(prob(probability))
- T.wet_floor()
- for(var/atom/movable/AM in T)
- AM.water_act(2)
-
-/datum/blob_type/pressurized_slime/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
- wet_surroundings(B, 10)
-
-/datum/blob_type/pressurized_slime/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user) // Drenches you in water.
- if(user)
- user.ExtinguishMob()
- user.fire_stacks = CLAMP(user.fire_stacks - 1, -25, 25)
-
-// A blob that irradiates everything.
-/datum/blob_type/radioactive_ooze
- name = "radioactive ooze"
- desc = "A goopy mess that glows with an unhealthy aura."
- ai_desc = "radical"
- effect_desc = "Irradiates the surrounding area, and inflicts toxic attacks. Weak to brute damage."
- difficulty = BLOB_DIFFICULTY_MEDIUM
- color = "#33CC33"
- complementary_color = "#99FF66"
- damage_type = TOX
- damage_lower = 20
- damage_upper = 30
- armor_check = "rad"
- brute_multiplier = 0.75
- burn_multiplier = 0.2
- spread_modifier = 0.8
- ai_aggressiveness = 50
- attack_message = "The ooze splashes you"
- attack_message_living = ", and you feel warm"
- attack_message_synth = ", and your internal systems are bombarded by ionizing radiation"
- attack_verb = "splashes"
-
-/datum/blob_type/radioactive_ooze/on_pulse(var/obj/structure/blob/B)
- SSradiation.radiate(B, 200)
-
-/datum/blob_type/radioactive_ooze/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
- SSradiation.radiate(B, rand(25,100))
-
-// A blob that steals your weapon.
-/datum/blob_type/volatile_alluvium
- name = "volatile alluvium"
- desc = "A churning, earthy mass that moves in waves."
- ai_desc = "earthen"
- effect_desc = "Moves slowly, producing weak ranged spores to defend itself, and inflicts brute attacks. Attempts to disarm nearby attackers. Weak to water."
- difficulty = BLOB_DIFFICULTY_HARD //Slow-starting, but can be overwhelming if left alone.
- color = "#6B481E"
- complementary_color = "#7F471F"
- damage_lower = 10
- damage_upper = 20
- armor_pen = 40
- brute_multiplier = 0.7
- burn_multiplier = 0.5
- spread_modifier = 0.5
- ai_aggressiveness = 50
- attack_message = "The alluvium crashes against you"
- attack_verb = "crashes against"
- can_build_factories = TRUE
- can_build_resources = TRUE
- spore_type = /mob/living/simple_mob/blob/spore/weak
- ranged_spores = TRUE
- spore_range = 3
- spore_projectile = /obj/item/projectile/energy/blob/splattering
- spore_accuracy = 15
- spore_dispersion = 45
- factory_type = /obj/structure/blob/factory/sluggish
- resource_type = /obj/structure/blob/resource/sluggish
- chunk_active_ability_cooldown = 2 MINUTES
-
-/datum/blob_type/volatile_alluvium/on_received_damage(var/obj/structure/blob/B, damage, damage_type, mob/living/attacker)
- if(damage > 0 && attacker && get_dist(B, attacker) <= 2 && prob(min(damage, 70)) && istype(attacker, /mob/living/carbon/human)) // Melee weapons of any type carried by a human will have a high chance of being stolen.
- var/mob/living/carbon/human/H = attacker
- var/obj/item/I = H.get_active_hand()
- H.drop_item()
- if(I)
- if((I.sharp || I.edge) && !istype(I, /obj/item/weapon/gun))
- I.forceMove(get_turf(B)) // Disarmed entirely.
- B.visible_message("The [name] heaves, \the [attacker]'s weapon becoming stuck in the churning mass!")
- else
- I.throw_at(B, 2, 4) // Just yoinked.
- B.visible_message("The [name] heaves, pulling \the [attacker]'s weapon from their hands!")
- B.blob_attack_animation(attacker, B.overmind)
- return ..()
-
-/datum/blob_type/volatile_alluvium/on_water(obj/structure/blob/B, amount)
- spawn(1)
- var/damage = amount * 4
- B.adjust_integrity(-(damage))
- if(B && prob(damage))
- B.visible_message("The [name] begins to crumble!")
-
-/datum/blob_type/volatile_alluvium/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
- if(user)
- user.add_modifier(/datum/modifier/fortify, 60 SECONDS)
-
-// A blob that produces noxious smoke-clouds and recycles its dying parts.
-/datum/blob_type/ravenous_macrophage
- name = "ravenous macrophage"
- desc = "A disgusting gel that reeks of death."
- ai_desc = "resourceful"
- effect_desc = "Produces noxious fumes, and melts prey with acidic attacks. Weak to brute damage."
- difficulty = BLOB_DIFFICULTY_MEDIUM
- color = "#639b3f"
- complementary_color = "#d1ec3c"
- damage_type = BIOACID
- damage_lower = 20
- damage_upper = 30
- armor_check = "bio"
- armor_pen = 50
- brute_multiplier = 0.8
- burn_multiplier = 0.3
- spread_modifier = 0.8
- ai_aggressiveness = 70
- attack_message = "The macrophage splashes you"
- attack_message_living = ", and you feel a horrible burning"
- attack_message_synth = ", and your body begins to corrode"
- attack_verb = "splashes"
-
-/datum/blob_type/ravenous_macrophage/on_pulse(var/obj/structure/blob/B)
- var/mob/living/L = locate() in range(world.view, B)
- if(prob(1) && L.mind && !L.stat) // There's some active living thing nearby, produce offgas.
- var/turf/T = get_turf(B)
- var/datum/effect/effect/system/smoke_spread/noxious/BS = new /datum/effect/effect/system/smoke_spread/noxious
- BS.attach(T)
- BS.set_up(3, 0, T)
- playsound(T, 'sound/effects/smoke.ogg', 50, 1, -3)
- BS.start()
-
-/datum/blob_type/ravenous_macrophage/on_death(obj/structure/blob/B)
- var/obj/structure/blob/other = locate() in oview(2, B)
- if(other)
- B.visible_message("The dying mass is rapidly consumed by the nearby [other]!")
- if(other.overmind)
- other.overmind.add_points(rand(1,4))
-
-/datum/blob_type/ravenous_macrophage/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
- var/mob/living/L = locate() in range(world.view, B)
- if(prob(5) && !L.stat) // There's some active living thing nearby, produce offgas.
- B.visible_message("\icon [B] \The [B] disgorches a cloud of noxious gas!")
- var/turf/T = get_turf(B)
- var/datum/effect/effect/system/smoke_spread/noxious/BS = new /datum/effect/effect/system/smoke_spread/noxious
- BS.attach(T)
- BS.set_up(3, 0, T)
- playsound(T, 'sound/effects/smoke.ogg', 50, 1, -3)
- BS.start()
-
-// Blob that fires biological mortar shells from its factories.
-/datum/blob_type/roiling_mold
- name = "roiling mold"
- desc = "A bubbling, creeping mold."
- ai_desc = "bombarding"
- effect_desc = "Bombards nearby organisms with toxic spores. Weak to all damage."
- difficulty = BLOB_DIFFICULTY_MEDIUM
- color = "#571509"
- complementary_color = "#ec4940"
- damage_type = BRUTE
- damage_lower = 5
- damage_upper = 20
- armor_check = "melee"
- brute_multiplier = 1.2
- burn_multiplier = 1.2
- spread_modifier = 0.8
- can_build_factories = TRUE
- ai_aggressiveness = 50
- attack_message = "The mold whips you"
- attack_message_living = ", and you feel a searing pain"
- attack_message_synth = ", and your shell buckles"
- attack_verb = "lashes"
- spore_projectile = /obj/item/projectile/arc/spore
-
-/datum/blob_type/roiling_mold/proc/find_target(var/obj/structure/blob/B, var/tries = 0, var/list/previous_targets = null)
- if(tries > 3)
- return
- var/mob/living/L = locate() in (view(world.view + 3, get_turf(B)) - view(2,get_turf(B)) - previous_targets) // No adjacent mobs.
-
- if(!check_trajectory(L, B, PASSTABLE))
- if(!LAZYLEN(previous_targets))
- previous_targets = list()
-
- previous_targets |= L
-
- L = find_target(B, tries + 1, previous_targets)
-
- return L
-
-/datum/blob_type/roiling_mold/on_pulse(var/obj/structure/blob/B)
- var/mob/living/L = find_target(B)
-
- if(!istype(L))
- return
-
- if(istype(B, /obj/structure/blob/factory) && L.stat != DEAD && prob(ai_aggressiveness) && L.faction != "blob")
- var/obj/item/projectile/arc/spore/P = new(get_turf(B))
- P.launch_projectile(L, BP_TORSO, B)
-
-/datum/blob_type/roiling_mold/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
- for(var/mob/living/L in oview(world.view, get_turf(B)))
- if(istype(user) && user == L)
- continue
-
- if(!check_trajectory(L, B, PASSTABLE)) // Can't fire at things on the other side of walls / windows.
- continue
-
- var/obj/item/projectile/P = new spore_projectile(get_turf(B))
-
- user.visible_message("\icon [B] \The [B] discharges energy toward \the [L]!")
- P.launch_projectile(L, BP_TORSO, user)
-
- return
-
-// A blob that drains energy from nearby mobs in order to fuel itself, and 'negates' some attacks extradimensionally.
-/datum/blob_type/ectoplasmic_horror
- name = "ectoplasmic horror"
- desc = "A disgusting translucent slime that feels out of place."
- ai_desc = "dodging"
- effect_desc = "Drains energy from nearby life-forms in order to expand itself. Weak to all damage."
- difficulty = BLOB_DIFFICULTY_MEDIUM
- color = "#72109eaa"
- complementary_color = "#1a9de8"
- damage_type = HALLOSS
- damage_lower = 10
- damage_upper = 30
- armor_check = "energy"
- brute_multiplier = 1.5
- burn_multiplier = 1.5
- spread_modifier = 0.9
- ai_aggressiveness = 50
- attack_message = "The horror strikes you"
- attack_message_living = ", and you feel a wave of exhaustion"
- attack_message_synth = ", and your systems begin to slow"
- attack_verb = "strikes"
- can_build_factories = TRUE
- factory_type = /obj/structure/blob/factory/sluggish
- spore_type = /mob/living/simple_mob/blob/spore/weak
-
- var/list/active_beams = list()
-
-/datum/blob_type/ectoplasmic_horror/on_pulse(var/obj/structure/blob/B)
- if(B.type == /obj/structure/blob && (locate(/obj/structure/blob/node) in oview(2, get_turf(B))))
- B.visible_message("The [name] quakes, before hardening.")
- new/obj/structure/blob/shield(get_turf(B), B.overmind)
- qdel(B)
-
- if(istype(B, /obj/structure/blob/factory))
- listclearnulls(active_beams)
- var/atom/movable/beam_origin = B
- for(var/mob/living/L in oview(world.view, B))
- if(L.stat == DEAD || L.faction == "blob")
- continue
- if(prob(5))
- var/beamtarget_exists = FALSE
-
- if(active_beams.len)
- for(var/datum/beam/Beam in active_beams)
- if(Beam.target == L)
- beamtarget_exists = TRUE
- break
-
- if(!beamtarget_exists && GetAnomalySusceptibility(L) >= 0.5)
- B.visible_message("\The [B] lashes out at \the [L]!")
- var/datum/beam/drain_beam = beam_origin.Beam(L, icon_state = "drain_life", time = 10 SECONDS)
- active_beams |= drain_beam
- spawn(9 SECONDS)
- if(B && drain_beam)
- B.visible_message("\The [B] siphons energy from \the [L]")
- L.add_modifier(/datum/modifier/berserk_exhaustion, 60 SECONDS)
- B.overmind.add_points(rand(10,30))
- if(!QDELETED(drain_beam))
- qdel(drain_beam)
-
-/datum/blob_type/ectoplasmic_horror/on_received_damage(var/obj/structure/blob/B, damage, damage_type)
- if(prob(round(damage * 0.5)))
- B.visible_message("\The [B] shimmers, distorting through some unseen dimension.")
- var/initial_alpha = B.alpha
- spawn()
- animate(B,alpha = initial_alpha, alpha = 10, time = 10)
- animate(B,alpha = 10, alpha = initial_alpha, time = 10)
- return 0
- return ..()
-
-/datum/blob_type/ectoplasmic_horror/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
- var/mob/living/carrier = B.get_carrier()
-
- if(!carrier)
- return
-
- var/list/nearby_mobs = list()
- for(var/mob/living/L in oview(world.view, carrier))
- if(L.stat != DEAD)
- nearby_mobs |= L
-
- if(nearby_mobs.len)
- listclearnulls(active_beams)
- for(var/mob/living/L in nearby_mobs)
- if(L.stat == DEAD || L.faction == "blob")
- continue
- if(prob(5))
- var/beamtarget_exists = FALSE
-
- if(active_beams.len)
- for(var/datum/beam/Beam in active_beams)
- if(Beam.target == L)
- beamtarget_exists = TRUE
- break
-
- if(!beamtarget_exists && GetAnomalySusceptibility(L) >= 0.5)
- carrier.visible_message("\icon [B] \The [B] lashes out at \the [L]!")
- var/datum/beam/drain_beam = carrier.Beam(L, icon_state = "drain_life", time = 10 SECONDS)
- active_beams |= drain_beam
- spawn(9 SECONDS)
- if(B && drain_beam)
- carrier.visible_message("\The [B] siphons energy from \the [L]")
- L.add_modifier(/datum/modifier/berserk_exhaustion, 30 SECONDS)
- var/total_heal = 0
-
- if(carrier.getBruteLoss())
- carrier.adjustBruteLoss(-5)
- total_heal += 5
-
- if(carrier.getFireLoss())
- carrier.adjustFireLoss(-5)
- total_heal += 5
-
- if(carrier.getToxLoss())
- carrier.adjustToxLoss(-5)
- total_heal += 5
-
- if(carrier.getOxyLoss())
- carrier.adjustOxyLoss(-5)
- total_heal += 5
-
- if(carrier.getCloneLoss())
- carrier.adjustCloneLoss(-5)
- total_heal += 5
-
- carrier.add_modifier(/datum/modifier/berserk_exhaustion, total_heal SECONDS)
- if(!QDELETED(drain_beam))
- qdel(drain_beam)
diff --git a/code/modules/blob2/overmind/types/blazing_oil.dm b/code/modules/blob2/overmind/types/blazing_oil.dm
new file mode 100644
index 0000000000..094083e778
--- /dev/null
+++ b/code/modules/blob2/overmind/types/blazing_oil.dm
@@ -0,0 +1,45 @@
+// A blob meant to be fought like a fire.
+/datum/blob_type/blazing_oil
+ name = "blazing oil"
+ desc = "A strange, extremely vicious liquid that seems to burn endlessly."
+ ai_desc = "aggressive"
+ effect_desc = "Cannot be harmed by burning weapons, and ignites entities it attacks. It will also gradually heat up the area it is in. Water harms it greatly."
+ difficulty = BLOB_DIFFICULTY_MEDIUM // Emitters don't work but extinguishers are fairly common. Might need fire/atmos suits.
+ color = "#B68D00"
+ complementary_color = "#BE5532"
+ spread_modifier = 0.5
+ ai_aggressiveness = 50
+ damage_type = BURN
+ burn_multiplier = 0 // Fire immunity
+ chunk_active_ability_cooldown = 4 MINUTES
+ attack_message = "The blazing oil splashes you with its burning oil"
+ attack_message_living = ", and you feel your skin char and melt"
+ attack_message_synth = ", and your external plating melts"
+ attack_verb = "splashes"
+
+/datum/blob_type/blazing_oil/on_attack(obj/structure/blob/B, mob/living/victim)
+ victim.fire_act() // Burn them.
+
+/datum/blob_type/blazing_oil/on_water(obj/structure/blob/B, amount)
+ spawn(1)
+ B.adjust_integrity(-(amount * 5))
+
+/datum/blob_type/blazing_oil/on_pulse(var/obj/structure/blob/B)
+ var/turf/T = get_turf(B)
+ if(!T)
+ return
+ var/datum/gas_mixture/env = T.return_air()
+ if(env)
+ env.add_thermal_energy(10 * 1000)
+
+/datum/blob_type/blazing_oil/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
+ var/turf/T = get_turf(B)
+ if(!T)
+ return
+ var/datum/gas_mixture/env = T.return_air()
+ if(env)
+ env.add_thermal_energy(10 * 1000)
+
+/datum/blob_type/blazing_oil/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
+ user.add_modifier(/datum/modifier/exothermic, 5 MINUTES)
+ return
\ No newline at end of file
diff --git a/code/modules/blob2/overmind/types/classic.dm b/code/modules/blob2/overmind/types/classic.dm
new file mode 100644
index 0000000000..450324b493
--- /dev/null
+++ b/code/modules/blob2/overmind/types/classic.dm
@@ -0,0 +1,37 @@
+// Mostly a classic blob. No nodes, no other blob types.
+/datum/blob_type/classic
+ name = "lethargic blob"
+ desc = "A mass that seems bound to its core."
+ ai_desc = "unambitious"
+ effect_desc = "Will not create any nodes. Has average strength and resistances."
+ difficulty = BLOB_DIFFICULTY_EASY // Behaves almost like oldblob, and as such is about as easy as oldblob.
+ color = "#AAFF00"
+ complementary_color = "#57787B"
+ can_build_nodes = FALSE
+ spread_modifier = 1.0
+ ai_aggressiveness = 0
+
+/datum/blob_type/classic/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
+ var/turf/T = get_turf(B)
+
+ to_chat(user, "\The [B] produces a soothing ooze!")
+
+ T.visible_message("\The [B] shudders at \the [user]'s touch, before disgorging a disgusting ooze.")
+
+ for(var/turf/simulated/floor/F in view(2, T))
+ spawn()
+ var/obj/effect/effect/water/splash = new(T)
+ splash.create_reagents(15)
+ splash.reagents.add_reagent("blood", 10,list("blood_colour" = color))
+ splash.set_color()
+
+ splash.set_up(F, 2, 3)
+
+ var/obj/effect/decal/cleanable/chemcoating/blood = locate() in T
+ if(!istype(blood))
+ blood = new(T)
+ blood.reagents.add_reagent("blood", 10,list("blood_colour" = color))
+ blood.reagents.add_reagent("tricorlidaze", 5)
+ blood.update_icon()
+
+ return
\ No newline at end of file
diff --git a/code/modules/blob2/overmind/types/cryogenic_goo.dm b/code/modules/blob2/overmind/types/cryogenic_goo.dm
new file mode 100644
index 0000000000..32684ed58f
--- /dev/null
+++ b/code/modules/blob2/overmind/types/cryogenic_goo.dm
@@ -0,0 +1,59 @@
+// A very cool blob, literally.
+/datum/blob_type/cryogenic_goo
+ name = "cryogenic goo"
+ desc = "A mass of goo that freezes anything it touches."
+ ai_desc = "balanced"
+ effect_desc = "Lowers the temperature of the room passively, and will also greatly lower the temperature of anything it attacks."
+ difficulty = BLOB_DIFFICULTY_MEDIUM
+ color = "#8BA6E9"
+ complementary_color = "#7D6EB4"
+ damage_type = BURN
+ damage_lower = 15
+ damage_upper = 25
+ brute_multiplier = 0.25
+ burn_multiplier = 1.2
+ spread_modifier = 0.5
+ ai_aggressiveness = 50
+ chunk_active_ability_cooldown = 4 MINUTES
+ attack_message = "The goo stabs you"
+ attack_message_living = ", and you feel an intense chill from within"
+ attack_message_synth = ", and your system reports lower internal temperatures"
+ attack_verb = "stabs"
+
+/datum/blob_type/cryogenic_goo/on_attack(obj/structure/blob/B, mob/living/victim)
+ if(ishuman(victim))
+ var/mob/living/carbon/human/H = victim
+ var/protection = H.get_cold_protection(50)
+ if(protection < 1)
+ var/temp_change = 80 // Each hit can reduce temperature by up to 80 kelvin.
+ var/datum/species/baseline = GLOB.all_species["Human"]
+ var/temp_cap = baseline.cold_level_3 - 5 // Can't go lower than this.
+
+ var/cold_factor = abs(protection - 1)
+ temp_change *= cold_factor // If protection was at 0.5, then they only lose 40 kelvin.
+
+ H.bodytemperature = max(H.bodytemperature - temp_change, temp_cap)
+ else // Just do some extra burn for mobs who don't process bodytemp
+ victim.adjustFireLoss(20)
+
+/datum/blob_type/cryogenic_goo/on_pulse(var/obj/structure/blob/B)
+ var/turf/simulated/T = get_turf(B)
+ if(!istype(T))
+ return
+ T.freeze_floor()
+ var/datum/gas_mixture/env = T.return_air()
+ if(env)
+ env.add_thermal_energy(-10 * 1000)
+
+/datum/blob_type/cryogenic_goo/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
+ var/turf/simulated/T = get_turf(B)
+ if(!istype(T))
+ return
+ T.freeze_floor()
+ var/datum/gas_mixture/env = T.return_air()
+ if(env)
+ env.add_thermal_energy(-10 * 1000)
+
+/datum/blob_type/cryogenic_goo/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
+ user.add_modifier(/datum/modifier/endothermic, 5 MINUTES)
+ return
diff --git a/code/modules/blob2/overmind/types/ectoplasmic_horror.dm b/code/modules/blob2/overmind/types/ectoplasmic_horror.dm
new file mode 100644
index 0000000000..f7689847cd
--- /dev/null
+++ b/code/modules/blob2/overmind/types/ectoplasmic_horror.dm
@@ -0,0 +1,128 @@
+// A blob that drains energy from nearby mobs in order to fuel itself, and 'negates' some attacks extradimensionally.
+/datum/blob_type/ectoplasmic_horror
+ name = "ectoplasmic horror"
+ desc = "A disgusting translucent slime that feels out of place."
+ ai_desc = "dodging"
+ effect_desc = "Drains energy from nearby life-forms in order to expand itself. Weak to all damage."
+ difficulty = BLOB_DIFFICULTY_MEDIUM
+ color = "#72109eaa"
+ complementary_color = "#1a9de8"
+ damage_type = HALLOSS
+ damage_lower = 10
+ damage_upper = 30
+ armor_check = "energy"
+ brute_multiplier = 1.5
+ burn_multiplier = 1.5
+ spread_modifier = 0.9
+ ai_aggressiveness = 50
+ attack_message = "The horror strikes you"
+ attack_message_living = ", and you feel a wave of exhaustion"
+ attack_message_synth = ", and your systems begin to slow"
+ attack_verb = "strikes"
+ can_build_factories = TRUE
+ factory_type = /obj/structure/blob/factory/sluggish
+ spore_type = /mob/living/simple_mob/blob/spore/weak
+
+ var/list/active_beams = list()
+
+/datum/blob_type/ectoplasmic_horror/on_pulse(var/obj/structure/blob/B)
+ if(B.type == /obj/structure/blob && (locate(/obj/structure/blob/node) in oview(2, get_turf(B))))
+ B.visible_message("The [name] quakes, before hardening.")
+ new/obj/structure/blob/shield(get_turf(B), B.overmind)
+ qdel(B)
+
+ if(istype(B, /obj/structure/blob/factory))
+ listclearnulls(active_beams)
+ var/atom/movable/beam_origin = B
+ for(var/mob/living/L in oview(world.view, B))
+ if(L.stat == DEAD || L.faction == "blob")
+ continue
+ if(prob(5))
+ var/beamtarget_exists = FALSE
+
+ if(active_beams.len)
+ for(var/datum/beam/Beam in active_beams)
+ if(Beam.target == L)
+ beamtarget_exists = TRUE
+ break
+
+ if(!beamtarget_exists && GetAnomalySusceptibility(L) >= 0.5)
+ B.visible_message("\The [B] lashes out at \the [L]!")
+ var/datum/beam/drain_beam = beam_origin.Beam(L, icon_state = "drain_life", time = 10 SECONDS)
+ active_beams |= drain_beam
+ spawn(9 SECONDS)
+ if(B && drain_beam)
+ B.visible_message("\The [B] siphons energy from \the [L]")
+ L.add_modifier(/datum/modifier/berserk_exhaustion, 60 SECONDS)
+ B.overmind.add_points(rand(10,30))
+ if(!QDELETED(drain_beam))
+ qdel(drain_beam)
+
+/datum/blob_type/ectoplasmic_horror/on_received_damage(var/obj/structure/blob/B, damage, damage_type)
+ if(prob(round(damage * 0.5)))
+ B.visible_message("\The [B] shimmers, distorting through some unseen dimension.")
+ var/initial_alpha = B.alpha
+ spawn()
+ animate(B,alpha = initial_alpha, alpha = 10, time = 10)
+ animate(B,alpha = 10, alpha = initial_alpha, time = 10)
+ return 0
+ return ..()
+
+/datum/blob_type/ectoplasmic_horror/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
+ var/mob/living/carrier = B.get_carrier()
+
+ if(!carrier)
+ return
+
+ var/list/nearby_mobs = list()
+ for(var/mob/living/L in oview(world.view, carrier))
+ if(L.stat != DEAD)
+ nearby_mobs |= L
+
+ if(nearby_mobs.len)
+ listclearnulls(active_beams)
+ for(var/mob/living/L in nearby_mobs)
+ if(L.stat == DEAD || L.faction == "blob")
+ continue
+ if(prob(5))
+ var/beamtarget_exists = FALSE
+
+ if(active_beams.len)
+ for(var/datum/beam/Beam in active_beams)
+ if(Beam.target == L)
+ beamtarget_exists = TRUE
+ break
+
+ if(!beamtarget_exists && GetAnomalySusceptibility(L) >= 0.5)
+ carrier.visible_message("\icon [B] \The [B] lashes out at \the [L]!")
+ var/datum/beam/drain_beam = carrier.Beam(L, icon_state = "drain_life", time = 10 SECONDS)
+ active_beams |= drain_beam
+ spawn(9 SECONDS)
+ if(B && drain_beam)
+ carrier.visible_message("\The [B] siphons energy from \the [L]")
+ L.add_modifier(/datum/modifier/berserk_exhaustion, 30 SECONDS)
+ var/total_heal = 0
+
+ if(carrier.getBruteLoss())
+ carrier.adjustBruteLoss(-5)
+ total_heal += 5
+
+ if(carrier.getFireLoss())
+ carrier.adjustFireLoss(-5)
+ total_heal += 5
+
+ if(carrier.getToxLoss())
+ carrier.adjustToxLoss(-5)
+ total_heal += 5
+
+ if(carrier.getOxyLoss())
+ carrier.adjustOxyLoss(-5)
+ total_heal += 5
+
+ if(carrier.getCloneLoss())
+ carrier.adjustCloneLoss(-5)
+ total_heal += 5
+
+ carrier.add_modifier(/datum/modifier/berserk_exhaustion, total_heal SECONDS)
+ if(!QDELETED(drain_beam))
+ qdel(drain_beam)
diff --git a/code/modules/blob2/overmind/types/electromagnetic_web.dm b/code/modules/blob2/overmind/types/electromagnetic_web.dm
new file mode 100644
index 0000000000..9831998587
--- /dev/null
+++ b/code/modules/blob2/overmind/types/electromagnetic_web.dm
@@ -0,0 +1,34 @@
+// Makes robots cry. Really weak to brute damage.
+/datum/blob_type/electromagnetic_web
+ name = "electromagnetic web"
+ desc = "A gooy mesh that generates an electromagnetic field. Electronics will likely be ruined if nearby."
+ ai_desc = "balanced"
+ effect_desc = "Causes an EMP on attack, and will EMP upon death. It is also more fragile than average, especially to brute force."
+ difficulty = BLOB_DIFFICULTY_MEDIUM // Rough for robots but otherwise fragile and can be fought at range like most blobs anyways.
+ color = "#83ECEC"
+ complementary_color = "#EC8383"
+ damage_type = BURN
+ damage_lower = 10
+ damage_upper = 20
+ brute_multiplier = 3
+ burn_multiplier = 2
+ ai_aggressiveness = 60
+ chunk_active_type = BLOB_CHUNK_CONSTANT
+ attack_message = "The web lashes you"
+ attack_message_living = ", and you hear a faint buzzing"
+ attack_message_synth = ", and your electronics get badly damaged"
+ attack_verb = "lashes"
+
+/datum/blob_type/electromagnetic_web/on_death(obj/structure/blob/B)
+ empulse(B.loc, 0, 1, 2)
+
+/datum/blob_type/electromagnetic_web/on_attack(obj/structure/blob/B, mob/living/victim)
+ victim.emp_act(2)
+
+/datum/blob_type/electromagnetic_web/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
+ var/turf/T = get_turf(B)
+ if(!T)
+ return
+
+ for(var/mob/living/L in view(2, T))
+ L.add_modifier(/datum/modifier/faraday, 30 SECONDS)
\ No newline at end of file
diff --git a/code/modules/blob2/overmind/types/energized_jelly.dm b/code/modules/blob2/overmind/types/energized_jelly.dm
new file mode 100644
index 0000000000..33c570f24f
--- /dev/null
+++ b/code/modules/blob2/overmind/types/energized_jelly.dm
@@ -0,0 +1,39 @@
+// Electric blob that stuns.
+/datum/blob_type/energized_jelly
+ name = "energized jelly"
+ desc = "A substance that seems to generate electricity."
+ ai_desc = "suppressive"
+ effect_desc = "When attacking an entity, it will shock them with a strong electric shock. Repeated attacks can stun the target."
+ difficulty = BLOB_DIFFICULTY_MEDIUM
+ color = "#EFD65A"
+ complementary_color = "#00E5B1"
+ damage_type = BURN
+ damage_lower = 5
+ damage_upper = 10
+ brute_multiplier = 0.5
+ burn_multiplier = 0.5
+ spread_modifier = 0.35
+ ai_aggressiveness = 80
+ attack_message = "The jelly prods you"
+ attack_message_living = ", and your flesh burns as electricity arcs into you"
+ attack_message_synth = ", and your internal circuity is overloaded as electricity arcs into you"
+ attack_verb = "prods"
+ spore_projectile = /obj/item/projectile/beam/shock
+
+/datum/blob_type/energized_jelly/on_attack(obj/structure/blob/B, mob/living/victim, def_zone)
+ victim.electrocute_act(10, src, 1, def_zone)
+ victim.stun_effect_act(0, 40, BP_TORSO, src)
+
+/datum/blob_type/energized_jelly/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
+ for(var/mob/living/L in oview(world.view, get_turf(B)))
+ var/mob/living/carrier = B.get_carrier()
+
+ if(istype(carrier) && carrier == L)
+ continue
+
+ var/obj/item/projectile/P = new spore_projectile(get_turf(B))
+
+ carrier.visible_message("\The [B] discharges energy toward \the [L]!")
+ P.launch_projectile(L, BP_TORSO, carrier)
+
+ return
\ No newline at end of file
diff --git a/code/modules/blob2/overmind/types/explosive_lattice.dm b/code/modules/blob2/overmind/types/explosive_lattice.dm
new file mode 100644
index 0000000000..d0484c3725
--- /dev/null
+++ b/code/modules/blob2/overmind/types/explosive_lattice.dm
@@ -0,0 +1,58 @@
+// A blob with area of effect attacks.
+/datum/blob_type/explosive_lattice
+ name = "explosive lattice"
+ desc = "A very unstable lattice that looks quite explosive."
+ ai_desc = "aggressive"
+ effect_desc = "When attacking an entity, it will cause a small explosion, hitting things near the target. It is somewhat resilient, but weaker to brute damage."
+ difficulty = BLOB_DIFFICULTY_MEDIUM
+ color = "#8B2500"
+ complementary_color = "#00668B"
+ damage_type = BURN
+ damage_lower = 25
+ damage_upper = 35
+ armor_check = "bomb"
+ armor_pen = 5 // This is so blob hits still hurt just slightly when wearing a bomb suit (100 bomb resist).
+ brute_multiplier = 0.75
+ burn_multiplier = 0.5
+ spread_modifier = 0.4
+ ai_aggressiveness = 75
+ attack_message = "The lattice blasts you"
+ attack_message_living = ", and your flesh burns from the blast wave"
+ attack_message_synth = ", and your plating burns from the blast wave"
+ attack_verb = "blasts"
+ var/exploding = FALSE
+
+/datum/blob_type/explosive_lattice/on_attack(obj/structure/blob/B, mob/living/victim, def_zone) // This doesn't use actual bombs since they're too strong and it would hurt the blob.
+ if(exploding) // We're busy, don't infinite loop us.
+ return
+
+ exploding = TRUE
+ for(var/mob/living/L in range(get_turf(victim), 1)) // We don't use orange(), in case there is more than one mob on the target tile.
+ if(L == victim) // Already hit.
+ continue
+ if(L.faction == "blob") // No friendly fire
+ continue
+ L.blob_act()
+
+ // Visual effect.
+ var/datum/effect/system/explosion/E = new/datum/effect/system/explosion/smokeless()
+ var/turf/T = get_turf(victim)
+ E.set_up(T)
+ E.start()
+
+ // Now for sounds.
+ playsound(T, "explosion", 75, 1) // Local sound.
+
+ for(var/mob/M in player_list) // For everyone else.
+ if(M.z == T.z && get_dist(M, T) > world.view && !M.ear_deaf && !istype(M.loc,/turf/space))
+ M << 'sound/effects/explosionfar.ogg'
+
+ exploding = FALSE
+
+/datum/blob_type/explosive_lattice/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
+ var/turf/T = get_turf(B)
+ if(!T)
+ return
+
+ for(var/mob/living/L in view(1, T))
+ L.add_modifier(/datum/modifier/blastshield, 30 SECONDS)
\ No newline at end of file
diff --git a/code/modules/blob2/overmind/types/fabrication_swarm.dm b/code/modules/blob2/overmind/types/fabrication_swarm.dm
new file mode 100644
index 0000000000..7e267558d9
--- /dev/null
+++ b/code/modules/blob2/overmind/types/fabrication_swarm.dm
@@ -0,0 +1,44 @@
+// Slow, tanky blobtype which uses not spores, but hivebots, as its soldiers.
+/datum/blob_type/fabrication_swarm
+ name = "iron tide"
+ desc = "A swarm of self replicating construction nanites. Incredibly illegal, but only mildly dangerous."
+ effect_desc = "Slow-spreading, but incredibly resiliant. It has a chance to harden itself against attacks automatically for no resource cost, and uses cheaply-constructed hivebots as soldiers."
+ ai_desc = "defensive"
+ difficulty = BLOB_DIFFICULTY_MEDIUM // Emitters are okay, EMP is great.
+ color = "#666666"
+ complementary_color = "#B7410E"
+ spread_modifier = 0.2
+ can_build_factories = TRUE
+ can_build_resources = TRUE
+ attack_message = "The tide tries to shove you away"
+ attack_message_living = ", and your skin itches"
+ attack_message_synth = ", and your external plating dulls"
+ attack_verb = "shoves"
+ armor_pen = 40
+ damage_lower = 10
+ damage_upper = 25
+ brute_multiplier = 0.25
+ burn_multiplier = 0.6
+ ai_aggressiveness = 50 //Really doesn't like you near it.
+ spore_type = /mob/living/simple_mob/mechanical/hivebot/swarm
+
+/datum/blob_type/fabrication_swarm/on_received_damage(var/obj/structure/blob/B, damage, damage_type, mob/living/attacker)
+ if(istype(B, /obj/structure/blob/normal))
+ if(damage > 0)
+ var/reinforce_probability = min(damage, 70)
+ if(prob(reinforce_probability))
+ B.visible_message("The [name] quakes, before rapidly hardening!")
+ new/obj/structure/blob/shield(get_turf(B), B.overmind)
+ qdel(B)
+ return ..()
+
+/datum/blob_type/fabrication_swarm/on_emp(obj/structure/blob/B, severity)
+ B.adjust_integrity(-(30 / severity))
+
+/datum/blob_type/fabrication_swarm/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
+ var/turf/T = get_turf(B)
+ for(var/mob/living/L in view(world.view, T))
+ if(L.stat != DEAD && L.isSynthetic())
+ L.adjustBruteLoss(-1)
+ L.adjustFireLoss(-1)
+ return
\ No newline at end of file
diff --git a/code/modules/blob2/overmind/types/fulminant_organism.dm b/code/modules/blob2/overmind/types/fulminant_organism.dm
new file mode 100644
index 0000000000..2d940f9359
--- /dev/null
+++ b/code/modules/blob2/overmind/types/fulminant_organism.dm
@@ -0,0 +1,50 @@
+// Makes tons of weak spores whenever it spreads.
+/datum/blob_type/fulminant_organism
+ name = "fulminant organism"
+ desc = "A self expanding mass of living biomaterial, that appears to produce entities to defend it, much like a living organism's immune system."
+ ai_desc = "swarming"
+ effect_desc = "Creates weak floating spores that attack enemies from specialized blobs, has a chance to also create a spore when \
+ it spreads onto a new tile, and has a chance to create a spore when a blob tile is destroyed. It is more fragile than average to all types of damage."
+ difficulty = BLOB_DIFFICULTY_HARD // Loads of spores that can overwhelm, and spreads quickly.
+ color = "#FF0000" // Red
+ complementary_color = "#FFCC00" // Orange-ish
+ damage_type = TOX
+ damage_lower = 10
+ damage_upper = 20
+ spread_modifier = 0.7
+ burn_multiplier = 1.5
+ brute_multiplier = 1.5
+ ai_aggressiveness = 30 // The spores do most of the fighting.
+ can_build_factories = TRUE
+ spore_type = /mob/living/simple_mob/blob/spore/weak
+ chunk_active_ability_cooldown = 60 SECONDS
+
+/datum/blob_type/fulminant_organism/on_expand(var/obj/structure/blob/B, var/obj/structure/blob/new_B, var/turf/T, var/mob/observer/blob/O)
+ if(prob(10)) // 10% chance to make a weak spore when expanding.
+ var/mob/living/simple_mob/blob/spore/S = new spore_type(T)
+ if(istype(S))
+ S.overmind = O
+ O.blob_mobs.Add(S)
+ else
+ S.faction = "blob"
+ S.update_icons()
+
+/datum/blob_type/fulminant_organism/on_death(obj/structure/blob/B)
+ if(prob(33)) // 33% chance to make a spore when dying.
+ var/mob/living/simple_mob/blob/spore/S = new spore_type(get_turf(B))
+ B.visible_message("\The [S] floats free from the [name]!")
+ if(istype(S))
+ S.overmind = B.overmind
+ B.overmind.blob_mobs.Add(S)
+ else
+ S.faction = "blob"
+ S.update_icons()
+
+/datum/blob_type/fulminant_organism/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
+ for(var/I = 1 to rand(3,4))
+ var/mob/living/simple_mob/blob/spore/S = new spore_type(get_turf(B))
+ S.faction = user.faction
+ S.blob_type = src
+ S.update_icons()
+ S.ai_holder.forget_everything()
+ S.add_modifier(/datum/modifier/doomed, 2 MINUTES)
diff --git a/code/modules/blob2/overmind/types/fungal_bloom.dm b/code/modules/blob2/overmind/types/fungal_bloom.dm
new file mode 100644
index 0000000000..6bf20b99d3
--- /dev/null
+++ b/code/modules/blob2/overmind/types/fungal_bloom.dm
@@ -0,0 +1,37 @@
+// Makes spores that spread the blob and infest dead people.
+/datum/blob_type/fungal_bloom
+ name = "fungal bloom"
+ desc = "A massive network of rapidly expanding mycelium. Large spore-like particles can be seen spreading from it."
+ ai_desc = "swarming"
+ effect_desc = "Creates floating spores that attack enemies from specialized blobs, and will spread the blob if killed. The spores can also \
+ infest deceased biological humanoids. It is vulnerable to fire."
+ difficulty = BLOB_DIFFICULTY_MEDIUM // The spores are more of an annoyance but can be difficult to contain.
+ color = "#AAAAAA"
+ complementary_color = "#FFFFFF"
+ damage_type = TOX
+ damage_lower = 15
+ damage_upper = 25
+ spread_modifier = 0.3 // Lower, since spores will do a lot of the spreading.
+ burn_multiplier = 3
+ ai_aggressiveness = 40
+ can_build_factories = TRUE
+ spore_type = /mob/living/simple_mob/blob/spore/infesting
+ chunk_active_ability_cooldown = 2 MINUTES
+
+/datum/blob_type/fungal_bloom/on_spore_death(mob/living/simple_mob/blob/spore/S)
+ if(S.is_infesting)
+ return // Don't make blobs if they were on someone's head.
+ var/turf/T = get_turf(S)
+ var/obj/structure/blob/B = locate(/obj/structure/blob) in T
+ if(B) // Is there already a blob here? If so, just heal it.
+ B.adjust_integrity(10)
+ else
+ B = new /obj/structure/blob/normal(T, S.overmind) // Otherwise spread it.
+ B.visible_message("\A [B] forms on \the [T] as \the [S] bursts!")
+
+/datum/blob_type/fungal_bloom/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
+ var/mob/living/simple_mob/blob/spore/S = new spore_type(get_turf(B))
+ S.faction = user.faction
+ S.blob_type = src
+ S.update_icons()
+ S.ai_holder.forget_everything()
\ No newline at end of file
diff --git a/code/modules/blob2/overmind/types/grey_goo.dm b/code/modules/blob2/overmind/types/grey_goo.dm
new file mode 100644
index 0000000000..5c93fb46c8
--- /dev/null
+++ b/code/modules/blob2/overmind/types/grey_goo.dm
@@ -0,0 +1,27 @@
+// Super fast spreading, but weak to EMP.
+/datum/blob_type/grey_goo
+ name = "grey tide"
+ desc = "A swarm of self replicating nanomachines. Extremely illegal and dangerous, the EIO was meant to prevent this from showing up a second time."
+ effect_desc = "Spreads much faster than average, but is harmed greatly by electromagnetic pulses."
+ ai_desc = "genocidal"
+ difficulty = BLOB_DIFFICULTY_SUPERHARD // Fastest spread of them all and has snowballing capabilities.
+ color = "#888888"
+ complementary_color = "#CCCCCC"
+ spread_modifier = 1.0
+ slow_spread_with_size = FALSE
+ ai_aggressiveness = 80
+ can_build_resources = TRUE
+ attack_message = "The tide tries to swallow you"
+ attack_message_living = ", and you feel your skin dissolve"
+ attack_message_synth = ", and your external plating dissolves"
+
+/datum/blob_type/grey_goo/on_emp(obj/structure/blob/B, severity)
+ B.adjust_integrity(-(20 / severity))
+
+/datum/blob_type/grey_goo/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
+ var/turf/T = get_turf(B)
+ for(var/mob/living/L in view(world.view, T))
+ if(L.stat != DEAD)
+ L.adjustBruteLoss(-1)
+ L.adjustFireLoss(-1)
+ return
diff --git a/code/modules/blob2/overmind/types/pressurized_slime.dm b/code/modules/blob2/overmind/types/pressurized_slime.dm
new file mode 100644
index 0000000000..6b2ff5800f
--- /dev/null
+++ b/code/modules/blob2/overmind/types/pressurized_slime.dm
@@ -0,0 +1,56 @@
+// A blob that slips and drowns you.
+/datum/blob_type/pressurized_slime
+ name = "pressurized slime"
+ desc = "A large mass that seems to leak slippery fluid everywhere."
+ ai_desc = "drowning"
+ effect_desc = "Wets the floor when expanding and when hit. Tries to drown its enemies when attacking. It forces itself past internals. Resistant to burn damage."
+ difficulty = BLOB_DIFFICULTY_HARD
+ color = "#AAAABB"
+ complementary_color = "#BBBBAA"
+ damage_type = OXY
+ damage_lower = 5
+ damage_upper = 15
+ armor_check = null
+ brute_multiplier = 0.6
+ burn_multiplier = 0.2
+ spread_modifier = 0.4
+ ai_aggressiveness = 75
+ attack_message = "The slime splashes into you"
+ attack_message_living = ", and you gasp for breath"
+ attack_message_synth = ", and the fluid wears down on your components"
+ attack_verb = "splashes"
+
+/datum/blob_type/pressurized_slime/on_attack(obj/structure/blob/B, mob/living/victim, def_zone)
+ victim.water_act(5)
+ var/turf/simulated/T = get_turf(victim)
+ if(T)
+ T.wet_floor()
+
+/datum/blob_type/pressurized_slime/on_received_damage(var/obj/structure/blob/B, damage, damage_type)
+ wet_surroundings(B, damage)
+ return ..()
+
+/datum/blob_type/pressurized_slime/on_pulse(var/obj/structure/blob/B)
+ var/turf/simulated/T = get_turf(B)
+ if(!istype(T))
+ return
+ T.wet_floor()
+
+/datum/blob_type/pressurized_slime/on_death(obj/structure/blob/B)
+ B.visible_message("The blob ruptures, spraying the area with liquid!")
+ wet_surroundings(B, 50)
+
+/datum/blob_type/pressurized_slime/proc/wet_surroundings(var/obj/structure/blob/B, var/probability = 50)
+ for(var/turf/simulated/T in range(1, get_turf(B)))
+ if(prob(probability))
+ T.wet_floor()
+ for(var/atom/movable/AM in T)
+ AM.water_act(2)
+
+/datum/blob_type/pressurized_slime/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
+ wet_surroundings(B, 10)
+
+/datum/blob_type/pressurized_slime/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user) // Drenches you in water.
+ if(user)
+ user.ExtinguishMob()
+ user.fire_stacks = CLAMP(user.fire_stacks - 1, -25, 25)
\ No newline at end of file
diff --git a/code/modules/blob2/overmind/types/radioactive_ooze.dm b/code/modules/blob2/overmind/types/radioactive_ooze.dm
new file mode 100644
index 0000000000..f3226f2b5b
--- /dev/null
+++ b/code/modules/blob2/overmind/types/radioactive_ooze.dm
@@ -0,0 +1,27 @@
+// A blob that irradiates everything.
+/datum/blob_type/radioactive_ooze
+ name = "radioactive ooze"
+ desc = "A goopy mess that glows with an unhealthy aura."
+ ai_desc = "radical"
+ effect_desc = "Irradiates the surrounding area, and inflicts toxic attacks. Weak to brute damage."
+ difficulty = BLOB_DIFFICULTY_MEDIUM
+ color = "#33CC33"
+ complementary_color = "#99FF66"
+ damage_type = TOX
+ damage_lower = 20
+ damage_upper = 30
+ armor_check = "rad"
+ brute_multiplier = 0.75
+ burn_multiplier = 0.2
+ spread_modifier = 0.8
+ ai_aggressiveness = 50
+ attack_message = "The ooze splashes you"
+ attack_message_living = ", and you feel warm"
+ attack_message_synth = ", and your internal systems are bombarded by ionizing radiation"
+ attack_verb = "splashes"
+
+/datum/blob_type/radioactive_ooze/on_pulse(var/obj/structure/blob/B)
+ SSradiation.radiate(B, 200)
+
+/datum/blob_type/radioactive_ooze/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
+ SSradiation.radiate(B, rand(25,100))
\ No newline at end of file
diff --git a/code/modules/blob2/overmind/types/ravenous_macrophage.dm b/code/modules/blob2/overmind/types/ravenous_macrophage.dm
new file mode 100644
index 0000000000..0a73501c34
--- /dev/null
+++ b/code/modules/blob2/overmind/types/ravenous_macrophage.dm
@@ -0,0 +1,50 @@
+// A blob that produces noxious smoke-clouds and recycles its dying parts.
+/datum/blob_type/ravenous_macrophage
+ name = "ravenous macrophage"
+ desc = "A disgusting gel that reeks of death."
+ ai_desc = "resourceful"
+ effect_desc = "Produces noxious fumes, and melts prey with acidic attacks. Weak to brute damage."
+ difficulty = BLOB_DIFFICULTY_MEDIUM
+ color = "#639b3f"
+ complementary_color = "#d1ec3c"
+ damage_type = BIOACID
+ damage_lower = 20
+ damage_upper = 30
+ armor_check = "bio"
+ armor_pen = 50
+ brute_multiplier = 0.8
+ burn_multiplier = 0.3
+ spread_modifier = 0.8
+ ai_aggressiveness = 70
+ attack_message = "The macrophage splashes you"
+ attack_message_living = ", and you feel a horrible burning"
+ attack_message_synth = ", and your body begins to corrode"
+ attack_verb = "splashes"
+
+/datum/blob_type/ravenous_macrophage/on_pulse(var/obj/structure/blob/B)
+ var/mob/living/L = locate() in range(world.view, B)
+ if(prob(1) && L.mind && !L.stat) // There's some active living thing nearby, produce offgas.
+ var/turf/T = get_turf(B)
+ var/datum/effect/effect/system/smoke_spread/noxious/BS = new /datum/effect/effect/system/smoke_spread/noxious
+ BS.attach(T)
+ BS.set_up(3, 0, T)
+ playsound(T, 'sound/effects/smoke.ogg', 50, 1, -3)
+ BS.start()
+
+/datum/blob_type/ravenous_macrophage/on_death(obj/structure/blob/B)
+ var/obj/structure/blob/other = locate() in oview(2, B)
+ if(other)
+ B.visible_message("The dying mass is rapidly consumed by the nearby [other]!")
+ if(other.overmind)
+ other.overmind.add_points(rand(1,4))
+
+/datum/blob_type/ravenous_macrophage/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
+ var/mob/living/L = locate() in range(world.view, B)
+ if(prob(5) && !L.stat) // There's some active living thing nearby, produce offgas.
+ B.visible_message("\icon [B] \The [B] disgorches a cloud of noxious gas!")
+ var/turf/T = get_turf(B)
+ var/datum/effect/effect/system/smoke_spread/noxious/BS = new /datum/effect/effect/system/smoke_spread/noxious
+ BS.attach(T)
+ BS.set_up(3, 0, T)
+ playsound(T, 'sound/effects/smoke.ogg', 50, 1, -3)
+ BS.start()
\ No newline at end of file
diff --git a/code/modules/blob2/overmind/types/reactive_spines.dm b/code/modules/blob2/overmind/types/reactive_spines.dm
new file mode 100644
index 0000000000..0d0021f243
--- /dev/null
+++ b/code/modules/blob2/overmind/types/reactive_spines.dm
@@ -0,0 +1,59 @@
+// Auto-retaliates against melee attacks. Weak to projectiles.
+/datum/blob_type/reactive_spines
+ name = "reactive spines"
+ desc = "An ever-growing lifeform with a large amount of sharp, powerful looking spines. They look like they could pierce most armor."
+ ai_desc = "defensive"
+ effect_desc = "When attacked by a melee weapon, it will automatically retaliate, striking the attacker with an armor piercing attack. \
+ The blob itself is rather weak to all forms of attacks regardless, and lacks automatic realitation from ranged attacks."
+ difficulty = BLOB_DIFFICULTY_EASY // Potentially deadly to people not knowing the mechanics, but otherwise fairly tame, due to its slow spread and weakness.
+ color = "#9ACD32"
+ complementary_color = "#FFA500"
+ damage_type = BRUTE
+ damage_lower = 30
+ damage_upper = 40
+ armor_pen = 50 // Even with riot armor and tactical jumpsuit, you'd have 90 armor, reduced by 50, totaling 40. Getting hit for around 21 damage is still rough.
+ burn_multiplier = 2.0
+ brute_multiplier = 2.0
+ spread_modifier = 0.35 // Ranged projectiles tend to have a higher material cost, so ease up on the spreading.
+ ai_aggressiveness = 40
+ chunk_passive_ability_cooldown = 0.5 SECONDS
+ attack_message = "The blob stabs you"
+ attack_message_living = ", and you feel sharp spines pierce your flesh"
+ attack_message_synth = ", and your external plating is pierced by sharp spines"
+ attack_verb = "stabs"
+ spore_projectile = /obj/item/projectile/bullet/thorn
+
+// Even if the melee attack is enough to one-shot this blob, it gets to retaliate at least once.
+/datum/blob_type/reactive_spines/on_received_damage(var/obj/structure/blob/B, damage, damage_type, mob/living/attacker)
+ if(damage > 0 && attacker && get_dist(B, attacker) <= 1)
+ B.visible_message("The [name] retaliates, lashing out at \the [attacker]!")
+ B.blob_attack_animation(attacker, B.overmind)
+ attacker.blob_act(B)
+ return ..()
+
+// We're expecting 1 to be a target, 2 to be an old move loc, and 3 to be a new move loc.
+/datum/blob_type/reactive_spines/chunk_unique(obj/item/weapon/blobcore_chunk/B, var/list/extra_data = null)
+ if(!LAZYLEN(extra_data))
+ return
+
+ var/atom/movable/A = extra_data[1]
+
+ if(istype(A, /mob/living) && world.time > (B.last_passive_use + B.passive_ability_cooldown) && B.should_tick)
+ B.last_passive_use = world.time
+ var/mob/living/L = A
+
+ var/mob/living/carrier = B.get_carrier()
+
+ if(!istype(carrier) || L.z != carrier.z || L == carrier || get_dist(L, carrier) > 3)
+ return
+
+ var/obj/item/projectile/P = new spore_projectile(get_turf(B))
+
+ carrier.visible_message("\The [B] fires a spine at \the [L]!")
+ P.launch_projectile(L, BP_TORSO, carrier)
+
+ return
+
+/datum/blob_type/reactive_spines/chunk_setup(obj/item/weapon/blobcore_chunk/B)
+ GLOB.moved_event.register_global(B, /obj/item/weapon/blobcore_chunk/proc/call_chunk_unique)
+ return
\ No newline at end of file
diff --git a/code/modules/blob2/overmind/types/roiling_mold.dm b/code/modules/blob2/overmind/types/roiling_mold.dm
new file mode 100644
index 0000000000..dd42be30ac
--- /dev/null
+++ b/code/modules/blob2/overmind/types/roiling_mold.dm
@@ -0,0 +1,63 @@
+// Blob that fires biological mortar shells from its factories.
+/datum/blob_type/roiling_mold
+ name = "roiling mold"
+ desc = "A bubbling, creeping mold."
+ ai_desc = "bombarding"
+ effect_desc = "Bombards nearby organisms with toxic spores. Weak to all damage."
+ difficulty = BLOB_DIFFICULTY_MEDIUM
+ color = "#571509"
+ complementary_color = "#ec4940"
+ damage_type = BRUTE
+ damage_lower = 5
+ damage_upper = 20
+ armor_check = "melee"
+ brute_multiplier = 1.2
+ burn_multiplier = 1.2
+ spread_modifier = 0.8
+ can_build_factories = TRUE
+ ai_aggressiveness = 50
+ attack_message = "The mold whips you"
+ attack_message_living = ", and you feel a searing pain"
+ attack_message_synth = ", and your shell buckles"
+ attack_verb = "lashes"
+ spore_projectile = /obj/item/projectile/arc/spore
+
+/datum/blob_type/roiling_mold/proc/find_target(var/obj/structure/blob/B, var/tries = 0, var/list/previous_targets = null)
+ if(tries > 3)
+ return
+ var/mob/living/L = locate() in (view(world.view + 3, get_turf(B)) - view(2,get_turf(B)) - previous_targets) // No adjacent mobs.
+
+ if(!check_trajectory(L, B, PASSTABLE))
+ if(!LAZYLEN(previous_targets))
+ previous_targets = list()
+
+ previous_targets |= L
+
+ L = find_target(B, tries + 1, previous_targets)
+
+ return L
+
+/datum/blob_type/roiling_mold/on_pulse(var/obj/structure/blob/B)
+ var/mob/living/L = find_target(B)
+
+ if(!istype(L))
+ return
+
+ if(istype(B, /obj/structure/blob/factory) && L.stat != DEAD && prob(ai_aggressiveness) && L.faction != "blob")
+ var/obj/item/projectile/arc/spore/P = new(get_turf(B))
+ P.launch_projectile(L, BP_TORSO, B)
+
+/datum/blob_type/roiling_mold/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
+ for(var/mob/living/L in oview(world.view, get_turf(B)))
+ if(istype(user) && user == L)
+ continue
+
+ if(!check_trajectory(L, B, PASSTABLE)) // Can't fire at things on the other side of walls / windows.
+ continue
+
+ var/obj/item/projectile/P = new spore_projectile(get_turf(B))
+
+ user.visible_message("\icon [B] \The [B] discharges energy toward \the [L]!")
+ P.launch_projectile(L, BP_TORSO, user)
+
+ return
\ No newline at end of file
diff --git a/code/modules/blob2/overmind/types/shifting_fragments.dm b/code/modules/blob2/overmind/types/shifting_fragments.dm
new file mode 100644
index 0000000000..ffca17760b
--- /dev/null
+++ b/code/modules/blob2/overmind/types/shifting_fragments.dm
@@ -0,0 +1,40 @@
+/datum/blob_type/shifting_fragments
+ name = "shifting fragments"
+ desc = "A collection of fragments that seem to shuffle around constantly."
+ ai_desc = "evasive"
+ effect_desc = "Swaps places with nearby blobs when hit or when expanding."
+ difficulty = BLOB_DIFFICULTY_EASY
+ color = "#C8963C"
+ complementary_color = "#3C6EC8"
+ damage_type = BRUTE
+ damage_lower = 20
+ damage_upper = 30
+ brute_multiplier = 0.5
+ burn_multiplier = 0.5
+ spread_modifier = 0.5
+ ai_aggressiveness = 30
+ chunk_active_ability_cooldown = 3 MINUTES
+ attack_message = "A fragment strikes you"
+ attack_verb = "strikes"
+
+/datum/blob_type/shifting_fragments/on_received_damage(var/obj/structure/blob/B, damage, damage_type)
+ if(damage > 0 && prob(60))
+ var/list/available_blobs = list()
+ for(var/obj/structure/blob/OB in orange(1, B))
+ if((istype(OB, /obj/structure/blob/normal) || (istype(OB, /obj/structure/blob/shield) && prob(25))) && OB.overmind && OB.overmind == B.overmind)
+ available_blobs += OB
+ if(available_blobs.len)
+ var/obj/structure/blob/targeted = pick(available_blobs)
+ var/turf/T = get_turf(targeted)
+ targeted.forceMove(get_turf(B))
+ B.forceMove(T) // Swap places.
+ return ..()
+
+/datum/blob_type/shifting_fragments/on_expand(var/obj/structure/blob/B, var/obj/structure/blob/new_B, var/turf/T, var/mob/observer/blob/O)
+ if(istype(B, /obj/structure/blob/normal) || (istype(B, /obj/structure/blob/shield) && prob(25)))
+ new_B.forceMove(get_turf(B))
+ B.forceMove(T)
+
+/datum/blob_type/shifting_fragments/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
+ user.add_modifier(/datum/modifier/sprinting, 2 MINUTES)
+ return
\ No newline at end of file
diff --git a/code/modules/blob2/overmind/types/synchronous_mesh.dm b/code/modules/blob2/overmind/types/synchronous_mesh.dm
new file mode 100644
index 0000000000..e234756b2d
--- /dev/null
+++ b/code/modules/blob2/overmind/types/synchronous_mesh.dm
@@ -0,0 +1,73 @@
+// Spreads damage to nearby blobs, and attacks with the force of all nearby blobs.
+/datum/blob_type/synchronous_mesh
+ name = "synchronous mesh"
+ desc = "A mesh that seems strongly interconnected to itself. It moves slowly, but with purpose."
+ ai_desc = "defensive"
+ effect_desc = "When damaged, spreads the damage to nearby blobs. When attacking, damage is increased based on how many blobs are near the target. It is resistant to burn damage."
+ difficulty = BLOB_DIFFICULTY_EASY // Mostly a tank and spank.
+ color = "#65ADA2"
+ complementary_color = "#AD6570"
+ damage_type = BRUTE
+ damage_lower = 10
+ damage_upper = 15
+ brute_multiplier = 0.5
+ burn_multiplier = 0.2 // Emitters do so much damage that this will likely not matter too much.
+ spread_modifier = 0.3 // Since the blob spreads damage, it takes awhile to actually kill, so spread is reduced.
+ ai_aggressiveness = 60
+ attack_message = "The mesh synchronously strikes you"
+ attack_verb = "synchronously strikes"
+ var/synchronously_attacking = FALSE
+
+/datum/blob_type/synchronous_mesh/on_attack(obj/structure/blob/B, mob/living/victim)
+ if(synchronously_attacking)
+ return
+ synchronously_attacking = TRUE // To avoid infinite loops.
+ for(var/obj/structure/blob/C in orange(1, victim))
+ if(victim) // Some things delete themselves when dead...
+ C.blob_attack_animation(victim)
+ victim.blob_act(C)
+ synchronously_attacking = FALSE
+
+/datum/blob_type/synchronous_mesh/on_received_damage(var/obj/structure/blob/B, damage, damage_type)
+ var/list/blobs_to_hurt = list() // Maximum split is 9, reducing the damage each blob takes to 11.1% but doing that damage to 9 blobs.
+ for(var/obj/structure/blob/C in range(1, B))
+ if(!istype(C, /obj/structure/blob/core) && !istype(C, /obj/structure/blob/node) && C.overmind && (C.overmind == B.overmind) ) //if it doesn't have the same 'ownership' or is a core or node, don't split damage to it
+ blobs_to_hurt += C
+
+ for(var/thing in blobs_to_hurt)
+ var/obj/structure/blob/C = thing
+ if(C == B)
+ continue // We'll damage this later.
+
+ C.adjust_integrity(-(damage / blobs_to_hurt.len))
+
+ return damage / max(blobs_to_hurt.len, 1) // To hurt the blob that got hit.
+
+/datum/blob_type/synchronous_mesh/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
+ var/mob/living/carrier = B.get_carrier()
+
+ if(!carrier)
+ return
+
+ var/list/nearby_mobs = list()
+ for(var/mob/living/L in oview(world.view, carrier))
+ if(L.stat != DEAD)
+ nearby_mobs |= L
+
+ if(nearby_mobs.len)
+ for(var/mob/living/victim in nearby_mobs)
+ var/need_beam = FALSE
+
+ if(carrier.getBruteLoss())
+ need_beam = TRUE
+ victim.adjustBruteLoss(3 / nearby_mobs.len)
+ carrier.adjustBruteLoss(-3 / nearby_mobs.len)
+
+ if(carrier.getFireLoss())
+ need_beam = TRUE
+ victim.adjustFireLoss(3 / nearby_mobs.len)
+ carrier.adjustFireLoss(-3 / nearby_mobs.len)
+
+ if(need_beam)
+ carrier.visible_message("\icon [B] \The [B] sends noxious spores toward \the [victim]!")
+ carrier.Beam(victim, icon_state = "lichbeam", time = 2 SECONDS)
\ No newline at end of file
diff --git a/code/modules/blob2/overmind/types/volatile_alluvium.dm b/code/modules/blob2/overmind/types/volatile_alluvium.dm
new file mode 100644
index 0000000000..a689bb856f
--- /dev/null
+++ b/code/modules/blob2/overmind/types/volatile_alluvium.dm
@@ -0,0 +1,55 @@
+// A blob that steals your weapon.
+/datum/blob_type/volatile_alluvium
+ name = "volatile alluvium"
+ desc = "A churning, earthy mass that moves in waves."
+ ai_desc = "earthen"
+ effect_desc = "Moves slowly, producing weak ranged spores to defend itself, and inflicts brute attacks. Attempts to disarm nearby attackers. Weak to water."
+ difficulty = BLOB_DIFFICULTY_HARD //Slow-starting, but can be overwhelming if left alone.
+ color = "#6B481E"
+ complementary_color = "#7F471F"
+ damage_lower = 10
+ damage_upper = 20
+ armor_pen = 40
+ brute_multiplier = 0.7
+ burn_multiplier = 0.5
+ spread_modifier = 0.5
+ ai_aggressiveness = 50
+ attack_message = "The alluvium crashes against you"
+ attack_verb = "crashes against"
+ can_build_factories = TRUE
+ can_build_resources = TRUE
+ spore_type = /mob/living/simple_mob/blob/spore/weak
+ ranged_spores = TRUE
+ spore_range = 3
+ spore_projectile = /obj/item/projectile/energy/blob/splattering
+ spore_accuracy = 15
+ spore_dispersion = 45
+ factory_type = /obj/structure/blob/factory/sluggish
+ resource_type = /obj/structure/blob/resource/sluggish
+ chunk_active_ability_cooldown = 2 MINUTES
+
+/datum/blob_type/volatile_alluvium/on_received_damage(var/obj/structure/blob/B, damage, damage_type, mob/living/attacker)
+ if(damage > 0 && attacker && get_dist(B, attacker) <= 2 && prob(min(damage, 70)) && istype(attacker, /mob/living/carbon/human)) // Melee weapons of any type carried by a human will have a high chance of being stolen.
+ var/mob/living/carbon/human/H = attacker
+ var/obj/item/I = H.get_active_hand()
+ H.drop_item()
+ if(I)
+ if((I.sharp || I.edge) && !istype(I, /obj/item/weapon/gun))
+ I.forceMove(get_turf(B)) // Disarmed entirely.
+ B.visible_message("The [name] heaves, \the [attacker]'s weapon becoming stuck in the churning mass!")
+ else
+ I.throw_at(B, 2, 4) // Just yoinked.
+ B.visible_message("The [name] heaves, pulling \the [attacker]'s weapon from their hands!")
+ B.blob_attack_animation(attacker, B.overmind)
+ return ..()
+
+/datum/blob_type/volatile_alluvium/on_water(obj/structure/blob/B, amount)
+ spawn(1)
+ var/damage = amount * 4
+ B.adjust_integrity(-(damage))
+ if(B && prob(damage))
+ B.visible_message("The [name] begins to crumble!")
+
+/datum/blob_type/volatile_alluvium/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
+ if(user)
+ user.add_modifier(/datum/modifier/fortify, 60 SECONDS)
diff --git a/polaris.dme b/polaris.dme
index 7d0922f2b2..9570a0d860 100644
--- a/polaris.dme
+++ b/polaris.dme
@@ -1452,6 +1452,25 @@
#include "code\modules\blob2\overmind\overmind.dm"
#include "code\modules\blob2\overmind\powers.dm"
#include "code\modules\blob2\overmind\types.dm"
+#include "code\modules\blob2\overmind\types\blazing_oil.dm"
+#include "code\modules\blob2\overmind\types\classic.dm"
+#include "code\modules\blob2\overmind\types\cryogenic_goo.dm"
+#include "code\modules\blob2\overmind\types\ectoplasmic_horror.dm"
+#include "code\modules\blob2\overmind\types\electromagnetic_web.dm"
+#include "code\modules\blob2\overmind\types\energized_jelly.dm"
+#include "code\modules\blob2\overmind\types\explosive_lattice.dm"
+#include "code\modules\blob2\overmind\types\fabrication_swarm.dm"
+#include "code\modules\blob2\overmind\types\fulminant_organism.dm"
+#include "code\modules\blob2\overmind\types\fungal_bloom.dm"
+#include "code\modules\blob2\overmind\types\grey_goo.dm"
+#include "code\modules\blob2\overmind\types\pressurized_slime.dm"
+#include "code\modules\blob2\overmind\types\radioactive_ooze.dm"
+#include "code\modules\blob2\overmind\types\ravenous_macrophage.dm"
+#include "code\modules\blob2\overmind\types\reactive_spines.dm"
+#include "code\modules\blob2\overmind\types\roiling_mold.dm"
+#include "code\modules\blob2\overmind\types\shifting_fragments.dm"
+#include "code\modules\blob2\overmind\types\synchronous_mesh.dm"
+#include "code\modules\blob2\overmind\types\volatile_alluvium.dm"
#include "code\modules\busy_space\air_traffic.dm"
#include "code\modules\busy_space\loremaster.dm"
#include "code\modules\busy_space\organizations.dm"