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[Feature] Balloon Melons, Bowling Melons and More - implemented, someone move this
#3
Alright, it's finished now. Here's the PR: https://github.com/goonstation/goonstati...6/pull/172

The contents of the patch are:

1.) Balloon Melons
There are two variants, one contains helium, the other hydrogen, created by infusing with their respective reagents (50% chance on infusion).
The crops are regular balloons filled with whatever the plant's associated reagents are according to potency, which means they contain no seeds and also that they immediately burst if too full.
But endurance increases the capacity of the balloons so you can mitigate that a bit.

2.) Bowling Melons
a mutation that needs 20+ endurance to happen
crops are a subtype of regular melons that also work as bowling balls with the following differences:
they don't stun, even if you have the bowling suit on
the damage starts lower but scales with endurance, 20 endurance = about 3 to 8 damage, 84 endurance (doesn't scale after that) = 12 - 17 damage (the numbers are slightly higher if you have the bowling suit on)
when they hit something they burst into 0-5 slices
there's a 1% chance for a melon slice to hit the person in the mouth causing them to eat it immediately

3.) misc changes
cutting a melon into slices now transfers reagents into those slices, this also happens with the bowling melons when they hit stuff (the transfers are inert so no chain reaction of potassium + water)
mutated hybrid plant sprites will no longer be invisible hopefully
if a plant had some cool active properties or infusion interactions its hybrids will now keep them (think radweed radiation or the possibility to make infusion triggered mutations on hybrids)
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Messages In This Thread
RE: [Feature] Balloon Melons - by kyle2143 - 10-23-2019, 12:41 PM
RE: [Feature] Balloon Melons - by pali6 - 11-07-2019, 09:58 AM

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