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Adds pathology goggles and their variants #3233
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Adds pathology goggles and their variants #3233
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Good feature. Hated how I couldn't make chems round start for pathology without getting let into pharma first. Also the science goggles let even chemists see pathogens which seemed kinda weird so glad that got split up. Now we just need pathogens to actually increase faster in strength when applying virus plasma because that is ultra slow. |
@RikuTheKiller mergeconflicxts |
Yay ill fix them later today |
I have redefined today as tomorrow lmao |
okay something fucked up in the merge process |
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will tm if conflicts are fixed |
merge conflicts + inactivity |
Conflicted, Stale. |
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Duplicate access, gonna fix it tmrw don't fullmerge yet. |
About The Pull Request
Adds viral analyzer goggles, i.e. pathology goggles.
It's a replacement for the plain old science goggles they had previously.
Pathologist now spawns with them by default and maps have been adjusted. (did it through code, tell me if it's an issue)
Additionally, the new goggles have an item action to toggle the viral analyzer aspect on and off.
The pathology goggles have the reagent scanning of science goggles, but not the item/machine scanning.
Their addition also includes a refactor for the virusView() proc into a trait + element combo.
Why It's Good For The Game
Non-pathologists shouldn't have the ability to scan for pathogens roundstart.
Science goggles already had 2 features even before viral scanning was added to it, so it needed to get split.
The toggle action helps with the absolute visual overload when you have airborne diseases and such.
Changelog
🆑
add: New pathology goggles with a nifty toggle for the pathogen visuals. No more visual overload!
balance: Science goggles can't see pathogens anymore. You're more reliant on the pathologist again.
fix: Virus view now works at roundstart. I fixed it by just refactoring it into something sensible.
/:cl: