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Fix Doctors Delight metabolism Rate #32297
Fix Doctors Delight metabolism Rate #32297
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The core issue is how organ metabolism works, while it will fix it compared to original for non-core species, diona and slimes will now have 400% healing instead of 200%. Either organs need to remove chems properly after/before this PR or chems(and there is whole list of them to be made) need to either be assigned to medicine/poison/narcotic OR drinks/food to prevent buggy metabolism interactions. Cores separately metabolizing stomach and heart reagent groups could also help if multi-metabolism is desired by maintainters. |
What if we make the drink aspect use 0 and the medicine aspect use 0.5? |
As in 0 reagents used but still requiring stomach/core organ for food/drink tag effects? Then I believe it would use metabolism slot but give otherwise "free" effects. Other than that it should fix some species getting way less and others way more healing though. Is only TDD in scope of this PR? Wondering if I should make list of ALL reagents that are affected with multi-organ tags. If its only TDD I guess ill just put it sometime later when I remake the original issue and rename. |
if i may throw something in , would it be bad to just make it food/drink aspect and no medicine tag ?(so basicly just adding the healing effects to the drink aspect, and removing medical) There arent many drinks that actuall provide healing or special effects so having on in that group doesnt sound bad |
Making drinks provide healing effects just like Saline together with normal hydration would be my choice when making my own PR, yeah. Theres plenty of heart reagents and using stomach metabolism would make them more worth making. |
yea i mean overall i am glad to see someone else also cares about food/drink related things =) if it only has a medical tag , or drink tag , if ifts metabolize is adjusted (but that one seems trickier than others to get it working) , sounds all good to me and i am excited to see when it gets merged. |
Thats probably the better move here, Ill update it. |
Co-authored-by: slarticodefast <[email protected]>
Co-authored-by: slarticodefast <[email protected]>
Quick question that came up: Does the Drink metabolism type also work with food you eat? There is the golden apple botany mutation for example containing Doctors Delight, so this might make them not heal you anymore. |
Drink/food = uses stomach/core to metabolize Eating/drinking(as in actions) puts reagents in "stomach" CONTAINER for 20s but any reagent can be both eaten and injected and it will have no difference how it gets into the bloodstream, only exception is chemical reactions when eating/drinking as newly generated reagents do not get assigned 20s cooldown and thus stay in stomach forever. |
Thankyou for the clarification sir/ma'am. |
Yep, gave it an in-game test to be sure, and it works with drinking, eating and injecting. Thank you for your contribution! |
* Fix Doctors Delight metabolism Rate * Combine Drink and Medicine instead of halving their motabolism rate. * Removed unintentional newline. Co-authored-by: slarticodefast <[email protected]> * Remove metabolismRate since it is setting it to the default. Co-authored-by: slarticodefast <[email protected]> --------- Co-authored-by: slarticodefast <[email protected]>
About the PR
Combined the Drink and Medicine metabolism types to just be Drink, which now includes the health change effect in order to avoid it using 0.5 per second twice and thus 1 per second, while still only using 0.5 per second for the healing, aka halving the effectiveness.
Why / Balance
It currently using 1 per second is likely an unintentional side-effect of it having both the medicine metabolism and the drink metabolism.
Technical details
N/A
Media
This PR does not require an ingame showcase.
Requirements
Changelog
🆑 BramvanZijp