The main cause is the 'exploitable' check from `code/game/jobs/job_controller.dm` because the proc `amend_exploitable` from `code/modules/mob/mob.dm` spawns a duplicate of the implant at the mob's feet.
Tertiary issues were...
- The `implant_loadout` proc in `code/game/objects/items/weapons/implants/implant.dm` not inserting the implant in the correct location (was passing an organ instead of a zone define like BP_HEAD, which has a string value of "head".)
- There were unnecessary post-spawn behaviours for dud and neural fluff implants.
What now happens:
- The exploitable check now occurs in the `spawn_item` proc from `code/modules/client/preference_setup/loadout/loadout.dm`.
- The loadout implants are now inserted into the correct locations within a mob.
- There won't be implants created on the floor anymore.
* Starts work on the Medical Expansion.
* Further Work
* Save Everything!
* Large volume of things.
* Log of Change
* I'm an idiot.
* Kidney assisted sprites. They didn't exist, for some reason.
* Fixfix
* Fixfix
* Update encased.dm
* Update glass.dm
* Update Chemistry-Reagents.dm
I am once more an idiot.
* Split augs.
* Fixfix