[MERGED] Enable reactions in mobs
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- Joined: Fri Jul 04, 2014 2:41 pm
- Location: Russia
[MERGED] Enable reactions in mobs
Exactly what it says on tin. Reactions in mobs are disabled now. Enable or not?
There is NO bubbles message from reactions in mobs. 50u water + 50u potassium in mob is NOT instagib. Chemistry works in mobs just like in any other reagents container.
PR for enabling: https://github.com/NTStation/NTstation13/pull/852
There is NO bubbles message from reactions in mobs. 50u water + 50u potassium in mob is NOT instagib. Chemistry works in mobs just like in any other reagents container.
PR for enabling: https://github.com/NTStation/NTstation13/pull/852
Last edited by ACCount on Wed Aug 20, 2014 1:20 am, edited 1 time in total.
- Tokiko2
- Joined: Mon Apr 21, 2014 12:18 am
- Byond Username: Tokiko1
Re: [POLL] [PR] Enable reactions in mobs
I voted yes on this!
Might complicate medicine for doctors a bit, but I actually consider that a good thing. Good potential for creative traitoring and other science stuffs!
Might complicate medicine for doctors a bit, but I actually consider that a good thing. Good potential for creative traitoring and other science stuffs!
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- In Game PermaBanned
- Joined: Thu May 08, 2014 11:17 pm
- Byond Username: Cipher3
Re: [POLL] [PR] Enable reactions in mobs
So just to be clear, this PR, if merged, will make it so that pouring different chemicals which react to eachother down your throat will then react inside you?
Spoiler:
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- Joined: Fri Apr 18, 2014 9:02 am
- Byond Username: Miggles
- Contact:
Re: [POLL] [PR] Enable reactions in mobs
adding reagents to a mob through any means will cause them to react to other reagents inside of the mob
humans have 1000u of chemical storage in them
drinking reagents is one way to add to that storage
so yes
humans have 1000u of chemical storage in them
drinking reagents is one way to add to that storage
so yes
dezzmont wrote:I am one of sawrge's alt accounts
dezzmont wrote:sawrge has it right.
Connor wrote:miggles is correct though
- Bluespace
- Joined: Fri Apr 18, 2014 1:04 pm
- Byond Username: Bluespace
- Location: UK
Re: [POLL] [PR] Enable reactions in mobs
Is there any way to take the reagents back out?
Would love to be able to store DD inside myself.
Would love to be able to store DD inside myself.
Re: [POLL] [PR] Enable reactions in mobs
Jump in the gibber, your meat will contain the reagents.
By the way, inaprov + anti-tox = tricord.
Now imagine you have a critical patient that someone has pumped 20 inaprov into, and the reason they're in crit is due to tox damage from poison. And now imagine that the chemists were lazy/incompetent (hard to fathom I know) and didn't make any dex plus.
Have a think about that.
By the way, inaprov + anti-tox = tricord.
Now imagine you have a critical patient that someone has pumped 20 inaprov into, and the reason they're in crit is due to tox damage from poison. And now imagine that the chemists were lazy/incompetent (hard to fathom I know) and didn't make any dex plus.
Have a think about that.
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- Joined: Fri Jul 04, 2014 2:41 pm
- Location: Russia
Re: [POLL] [PR] Enable reactions in mobs
Now imagine you are a competent medic/CMO and got at least one dex pill from o2 medkits. You feed critial patient dex and antitox pills, they now have dex, tricordrazine and a bit of antitox in their blood. Dex brings oxydamage to 0, antitox removes posion and heals some tox damage, tricordrazine heals a bit more tox damage. Patient saved!
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- Joined: Thu May 15, 2014 8:43 pm
- Byond Username: As334
- Github Username: as334
Re: [POLL] [PR] Enable reactions in mobs
Oh god, this is amazing. Time to use this for elaborate poisoning action.
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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
- Byond Username: Lumipharon
Re: [POLL] [PR] Enable reactions in mobs
time to have 6 chem implants in my head and be a walking bomb cap.
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