diff --git a/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Toxins.dm b/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Toxins.dm
index b6c45475cc..c04e564ac8 100644
--- a/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Toxins.dm
+++ b/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Toxins.dm
@@ -315,8 +315,12 @@
if(istype(H) && (H.species.flags & NO_SCAN))
return
+//The original coder comment here wanted it to be "Approx. one mutation per 10 injected/20 ingested/30 touching units"
+//The issue was, it was removed (.2) multiplied by .1, which resulted in a .02% chance per tick to have a mutation occur. Or more accurately, 5000 injected for a single mutation.
+//To honor their original idea, let's keep it as 10/20/30 as they wanted... For the most part.
+
if(M.dna)
- if(prob(removed * 0.1)) // Approx. one mutation per 10 injected/20 ingested/30 touching units
+ if(prob(removed * 10)) // Removed is .2 per tick. Multiplying it by 10 makes it a 2% chance per tick. 10 units has 50 ticks, so 10 units injected should give a single good/bad mutation.
randmuti(M)
if(prob(98))
randmutb(M)
@@ -324,6 +328,9 @@
randmutg(M)
domutcheck(M, null)
M.UpdateAppearance()
+ if(prob(removed * 40)) //Additionally, let's make it so there's an 8% chance per tick for a random cosmetic/not guranteed good/bad mutation.
+ randmuti(M)//This should equate to 4 random cosmetic mutations per 10 injected/20 ingested/30 touching units
+ M << "You feel odd!"
M.apply_effect(10 * removed, IRRADIATE, 0)
/datum/reagent/slimejelly
@@ -600,7 +607,7 @@
return
if(M.dna)
- if(prob(removed * 0.1))
+ if(prob(removed * 10))
randmuti(M)
if(prob(98))
randmutb(M)
@@ -608,6 +615,9 @@
randmutg(M)
domutcheck(M, null)
M.UpdateAppearance()
+ if(prob(removed * 40))
+ randmuti(M)
+ M << "You feel odd!"
M.apply_effect(16 * removed, IRRADIATE, 0)
/datum/reagent/aslimetoxin
@@ -627,7 +637,7 @@
return
if(M.dna)
- if(prob(removed * 0.1))
+ if(prob(removed * 10))
randmuti(M)
if(prob(98))
randmutb(M)
@@ -635,4 +645,7 @@
randmutg(M)
domutcheck(M, null)
M.UpdateAppearance()
+ if(prob(removed * 40))
+ randmuti(M)
+ M << "You feel odd!"
M.apply_effect(6 * removed, IRRADIATE, 0)