06-16-2022, 12:26 PM
(This post was last modified: 06-17-2022, 12:31 PM by github_bot. Edited 4 times in total.)
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[Experimental] [balance] [wiki] [input]
About the PR
Reworks how permeability_coefficient works into a standard object property much like fire prot and changes up the amount of chems blocked by certain clothes. This is definately gonna need more work and testing on what values are good for blocking chems but I think players seeing how much percentage of chems they are going to block will help them understand chems better.
Under our current system, a scientist in default gear will be completely immune to chemicals rendering biosuits moot.
During my testing It appears that a default assistant has 15% and a default scientist has 42% chemicals blocked from splashes. I find this to be much more preferable as it will make people more inclined to get biosuits and similar. Although, I must add again that these values are NOT set in stone and will likely change as time goes on.
Why's this needed?
Permeability is a mess, it really doesn't make sense nor is it told to the player on how it works. Hell, it was hard for ME to figure out how it worked while investigating the values. This should help players get a better understanding on how much something blocks beaker splashing and let players slap together some higher chem resistant gear if they cannot get bio suits.
Changelog
PULL REQUEST DETAILS
[Experimental] [balance] [wiki] [input]
About the PR
Reworks how permeability_coefficient works into a standard object property much like fire prot and changes up the amount of chems blocked by certain clothes. This is definately gonna need more work and testing on what values are good for blocking chems but I think players seeing how much percentage of chems they are going to block will help them understand chems better.
Under our current system, a scientist in default gear will be completely immune to chemicals rendering biosuits moot.
During my testing It appears that a default assistant has 15% and a default scientist has 42% chemicals blocked from splashes. I find this to be much more preferable as it will make people more inclined to get biosuits and similar. Although, I must add again that these values are NOT set in stone and will likely change as time goes on.
Why's this needed?
Permeability is a mess, it really doesn't make sense nor is it told to the player on how it works. Hell, it was hard for ME to figure out how it worked while investigating the values. This should help players get a better understanding on how much something blocks beaker splashing and let players slap together some higher chem resistant gear if they cannot get bio suits.
Changelog
Code:
changelog
(u)DimWhat
(*)Reworked permeability into chemical resistance which has been applied to several clothing items. Please report any weirdness with chemical splashing.
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