Removes plant mutation from common hydroponics/botany#1017
Removes plant mutation from common hydroponics/botany#1017FalloutFalcon wants to merge 4 commits into
Conversation
|
This does still need tweaking. I need to make sure its still possible to shift stuff like potancy around atleast a useable amount. |
|
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~7 days. Please address any outstanding review items and ensure your PR is finished - if both are true, and you have auto-staled anyway, you need to actively ask maintainers (by pinging them in the /tg/station Discord) to (re)review or merge your PR. If no maintainer responds to your request, you may wish to close this PR yourself while you seek maintainer comment, as you will later be able to reopen the PR yourself. |
|
despite enjoying stupid botany hijinks i think this is needed. |
This is definitly a bandaid to be clear. I think I would like to do a lot more work to bring it in line with the setting. New sprites, re-flavoring alot of stuff to be more esoteric and magic or more mutated and gross. |
honestly, its all up to you in the end but i do appreciate that it isnt just completely gutted out like we used to be wont to do. |
About The Pull Request
Locks plant mutating to a specific type of tray which can be put in like an evil pentex lab.
Why It's Good For The Game
Having gardens full out funny TG plants can definitly be immersion breaking and the speed at which stuff mutates also can feel a little silly. This also locks it behind a specific faction so its not like these things wont make an apperance its just alot-alot harder
I think at some point still I might go through and make the mutations properly weird and pentex themed but this is a stop gap.
https://www.youtube.com/watch?v=rwAg0klZlAA
Changelog
🆑
balance: Locks plants mutating behind a "strange" tray. (To be mapped inside pentex labs)
balance: Removes the exotic seed crate from cargo
/:cl: