12/7/2023 0 Comments Glass viper synthMechanically, every few seconds, the game looks for any addictive chems in your system, and if it does find them, it checks if there's enough of it to potentially cause an addiction and confirms that you're a human and thus actually susceptible to addictions in the first place (as opposed to a Cyborg or Critter). You can become addicted to certain chemicals, usually drugs, if you have a certain amount of them in your system, based on random chance. For example, carbon makes dirt, while salt makes salt piles that can link up into salt lines, mystical. Some chemicals also have unique effects when applied on tiles. If a certain amount of chems are applied onto a turf, such as a steel floor, it creates a fluid puddle. Some chemicals also have different effects when used in a botanical infusion. Per plant cycle effects apply when a chemical is in a hydroponics tray. Some chemicals can affect plants and their seeds, such as by making it grow faster or boosting plant health. Applied by: hypospray, emergency auto-injector, sleepy pen, syringe gun, e-cig, poisoned surgery tools, poisoned arrows, mosquito biteīotany Further information: Seed Infusions and Tray Chemistry.Certain methods of transference bypass both of these and go straight into the bloodstream.Applied by: syringe, pill, IV drip, cigarette, injector belt and mask, cloth rags, eating or drinking something, ampoule, breathing chemical smoke.INGEST reactions are things that happen immediately from consumption.Applied by: chemical smoke, chemical foam, dropper, medical patch, flamethrower, fire extinguisher, spray bottle, splashing chemicals from a beaker-type container, cryogenic healing pod, shower, bathtub, fly vomit.Acids that burn your face off and topical meds are examples of this. TOUCH means direct exposure to the body.You should always pay close attention to the unique properties of the reagent(s) you want to synthesize or use. Some chemicals have one or multiple special effects when applied to a mob, and the difference can be quite significant. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle. Chems that reduce other chems will reduce the listed amount per cycle. Chemicals will last longer if they have a lower depletion rate. These values can be and often will be different depending on server lag. With a depletion rate of 1, it'll deplete 2 units every four seconds, and so on and so on. So if a chemical does 2 toxin damage each time life is called, it'll do 4 damage every four seconds. All chems are coded assuming a 2 second time frame, an artifact of the old system where the life loop ticked every 2 seconds, so the multiplier is usually around 2, but it can and does change, and a few chems' multipliers work somewhat differently. To compensate for these time fluctuations, the chem's on-life effects are multiplied by a number, logically called a multiplier, which changes based on how much time has actually passed. However, the life loop doesn't always tick every 4 seconds exactly, sometimes due to the game deliberately slowing itself down when the server is under stress, sometimes due to lag (occasionally itself due to the life loop consuming so much CPU). Every time it runs, each chemical decreases by a certain amount of units per chemical, listed under "Depletion rate", and some chemicals also do some additional effects, such as heal some damage or give a stamina boost, listed under "Per life cycle". Chemicals usually enter the body via application methods that apply through INGEST and various methods that put chems straight into the bloodstream the following section explains this in further detail. Life process is programmed to run in 4 second intervals governed by the mob loop.Īmong other things, the life loop governs chems that are inside's person's bloodstream it essentially models the body metabolizing chemicals. One of the major things there is the life process. The mob loop encapsulates most of the things that humans and cyborgs have for repeating code. Things that repeat in standard intervals are handled by loop controllers. The following sections explain these in further detail. Some chemicals do something special upon reaching a certain temperature, usually they explode. applying them via a patch vs through a pill, and certain chems can also affect plants or flooring. Some chems also do different things depending on how you apply them to someone, e.g. All chems deplete while they're in a mob, and some chems also do extra effects while they're inside someone. Preliminary information that you need to know!!Ĭhemicals have a variety of effects depending on where they end up. 1 Preliminary information that you need to know!!.
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