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Vulpkanin's Deuteranopia #837
Conversation
Updated to match the the harpy code
the piss vision |
Yea, removing those lines is fine. Ultravision originally copied all the Dogvision parts, but within seconds of having it up, I realized, "Half this code is unused, what the hell?", and cleaned it up by stripping out everything unneeded. I would have gone back and cleaned up dogvision too, had I not been concerned about scope creep. This is fine. |
In fact removing all those lines doesn't change the feature functionality in any way. They're totally vestigial. The removed code was in fact ADDING a bug by inherently tying component initialization/deinit to having a player session, thus making it so that taking over a creature with DogVision meant you wouldnt have it since it didnt initialize on your player session. I am strongly considering adding an implant that just gives you the NormalVision component. |
Nice good to know I pre-emptively fixed something. |
This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]>
Everyone loves dog vision
About the PR
Adds Deuteranopia as a selectable trait.
Adds Deuteranopia to Vulpkanin by default. It can be reverted using the Normal Vision trait similarly to the Harpy UltraVision.
Make Normal Vision and Ultraviolet Vision trait names into locale.
Why / Balance
Why not, Harpy gets a default vision and it make sense for Vulpkanins.
I'm sure a lot of people won't like it, even less when the Metempsychotic machine gets readded and they roll into a Vulpkanin.
Technical details
I don't think I really needed to remove all those funny lines but the UltraVision doesn't need em and since you can't really gain/lose Deuteranopia anyway outside of selecting the trait or being Vulpkanin...
Media
Breaking changes
Changelog
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