fortune13-ss13 / thewasteland

GNU Affero General Public License v3.0
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Slime Removal #604

Closed ghost closed 2 years ago

ghost commented 2 years ago

About The Pull Request

Removes slimes

Why It's Good For The Game

Pre-Merge Checklist

Changelog

:cl: add: Added new things add: Added more things del: Removed old things tweak: tweaked a few things balance: rebalanced something fix: fixed a few things soundadd: added a new sound thingy sounddel: removed an old sound thingy imageadd: added some icons and images imagedel: deleted some icons and images spellcheck: fixed a few typos code: changed some code refactor: refactored some code config: changed some config setting admin: messed with admin stuff server: something server ops should know /:cl:

Zebraman commented 2 years ago

Don't code out all of xenobio, just comment out that ONE chemical reaction that allows you to get slimes. The idea of a xenobio dungeon was around and may happen in the future.

AllCorruptingWyrm commented 2 years ago

just make a genetics system for Enclave using slime code, a slime dungeon was planned but I don't know where to begin with

Zebraman commented 2 years ago

It's mostly easier to comment out the only chemical reaction that allows peoples to make slime instead of coding out a whole mechanic. Removing the entirety of xenobio will also prevent potential coders to try to work with it.

ghost commented 2 years ago

Disabling code instead of removing it is honestly a terrible habit. I wouldn't mind adding a simplified version of slimes for future use. FEV is practically barren and worthless, which is shocking given how important it is in Fallout. Expanding on the chemical, and making it an actual mechanic might make it possible for slimes to reappear eventually. I could see some form of mutated slime mold existing in Fallout. Either way I'm probably going to closet this pull for now, I'm taking about a two week hiatus from SS13.