This implements a new rare maintenance spawn, smokey remains. Piles of bones that used to be Nanotrasen employees, still packed with whatever reagent finally did them in.
Rarely replacing a crate spawn (7/1007 chance per crate spawn if I'm doing the math right), these act as landmines for uncareful travelers in maintenance. When you get too close, one will release a cloud of a randomly generated reagents into the air (the same reagent every time, unique to the instance of remains). You can (mostly) avoid this by walking instead of running. These will "re-arm" themselves after 4-6 minutes. They're decals, so you can just sweep them away if they're a problem.
This also slightly tweaks the original iteration of this, which I used in my Smoking Room ruin. Don't worry about it.
I'm open to adjusting the rarity, cooldown, and selection of reagents if need be.
Why It's Good For The Game
Makes maintenance a bit more spicy. Maybe dangerous, maybe beneficial, maybe it's baldium. Who knows! Better be careful just in case!
There's plenty of boring chemicals that could roll, but an interesting one could be a nice injection of uniqueness into an otherwise dull round. It's an infinite supply, but can only be dispensed infrequently (at a fixed location) and would be extremely difficult to harvest.
The rarity, combined with the variety of reagents that can be picked, make it unlikely that these will have any serious impact on a round (it's still possible, but rarely, which is good).
Changelog
:cl: Rhials
add: Smokey remains have appeared in maintenance. Make sure to walk when near them!
/:cl:
Original PR: https://github.com/tgstation/tgstation/pull/86016
About The Pull Request
This implements a new rare maintenance spawn, smokey remains. Piles of bones that used to be Nanotrasen employees, still packed with whatever reagent finally did them in.
Rarely replacing a crate spawn (7/1007 chance per crate spawn if I'm doing the math right), these act as landmines for uncareful travelers in maintenance. When you get too close, one will release a cloud of a randomly generated reagents into the air (the same reagent every time, unique to the instance of remains). You can (mostly) avoid this by walking instead of running. These will "re-arm" themselves after 4-6 minutes. They're decals, so you can just sweep them away if they're a problem.
This also slightly tweaks the original iteration of this, which I used in my Smoking Room ruin. Don't worry about it.
I'm open to adjusting the rarity, cooldown, and selection of reagents if need be.
Why It's Good For The Game
Makes maintenance a bit more spicy. Maybe dangerous, maybe beneficial, maybe it's baldium. Who knows! Better be careful just in case!
There's plenty of boring chemicals that could roll, but an interesting one could be a nice injection of uniqueness into an otherwise dull round. It's an infinite supply, but can only be dispensed infrequently (at a fixed location) and would be extremely difficult to harvest.
The rarity, combined with the variety of reagents that can be picked, make it unlikely that these will have any serious impact on a round (it's still possible, but rarely, which is good).
Changelog
:cl: Rhials add: Smokey remains have appeared in maintenance. Make sure to walk when near them! /:cl: