-
Notifications
You must be signed in to change notification settings - Fork 3.6k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Whitelist for blood packs #32517
base: master
Are you sure you want to change the base?
Whitelist for blood packs #32517
Conversation
#31912 (comment) Zombies brokey so till that issue gets fixed infection is 100% fatal(Or at very least coma inducing on bed/medibed in order to prevent turning) as no reasonable amount of ambuzol/ambuzol+ can be made. |
I just fixed that in |
Why dislikes? Did you just liked to make 3 jugs of omni with dead slime? Or is there other reason? |
I guess it could be that there isn't really good use for blood packs other than someone suiciding for 200 bloodloss damage and someone making cognizine golems? And of course nukie agent/chemists being unrobust as fuck. Bloodpacking zombies/reagent silimes is like main use of them right now. |
Definitely the Omni jugs. It’s rare enough for sci to crit a slime anom, rarer that an Omni slime is made, and even rarer that it actually is brought to and used by chemists. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Overall the idea of a bloodpack that transforms into any type of blood is a very strange mechanic. I would suggest just having different containers with different types of blood that can be injected into mobs.
This adds an aspect of choice where you can go wrong, as well as giving opportunities to poison bloodpacks to antags and other interesting interactions.
if (!args.Repeat && !dontRepeat) | ||
_popupSystem.PopupEntity(Loc.GetString("medical-item-finished-using", ("item", args.Used)), entity.Owner, args.User); | ||
args.Handled = true; | ||
} | ||
|
||
private bool HasDamage(DamageableComponent component, HealingComponent healing) | ||
private bool CanHealingCompomentBeUsed(EntityUid targetEntityUid, HealingComponent healingComponent) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Use Entity please
One thing is that Saline and Iron is too OP, so currently, even with something rare like a 30% blood level, it's easier to defib and give dex and saline instead of injecting 15u of blood per doafter with a bloodpack. I would say:
I was searching for something other to do while my other PR idea is stalled and waiting for chat rework |
About the PR
Added white list to blood packs, now it can only restore generic species blood types
Why / Balance
Technical details
Added bloodReagentWhitelist to healing components, if left empty then it is ignored.
Added bloodReagentWhitelist basic blood types for blood pack.
Replaced private method HasDamage with bigger CanHealingCompomentBeUsed it takes blood % and whitelist into consideration. It's used when healing item is used or heal is auto repeated.
Media
https://www.youtube.com/watch?v=Bey-tbuAtyE
Requirements
Breaking changes
Changelog
🆑