Nanite DLC + Changes#261
Conversation
Adds the organ damage sensor, makes assistant and species sensors completely passive and compatible with rules.
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I like all of this except the organ damage sensor. It just serves to make the organ healing programs free to throw into everything because this will handle when it needs to be on and off. They SHOULD be annoying to set up IMO because they're very strong effects. |
Neural Reimaging is the only program that doesn't cancel it's healing and can be very easily min-max'd with the tools given already. All you REALLY have to do is give it a long restart timer and a short shut-off timer, say... it turns on for 3 seconds to cure traumas, then shuts off, then restarts 5 minutes from now. Neural Regeneration can counter all brain DAMAGE anyways so things like fentanyl and impedrezene will NEVER give severe brain traumas. Unless you get hit with both simultaneously... which usually only happens when i hit you with that brain-killing chem-mix... and im the only person who ever touches nanites so you probably won't have either program. It's really only going to be useful in certain cases, such as when a heretic sacrifices you. Of which case, such cases are so situational, you might as well have it deactivated and then rigged to a relay signal with a shut-off timer. |
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Okay then, sounds like you already have a workaround that takes more effort than a single sensor. Sounds like mission accomplished. |
Exactly, so what's the harm in making things a bit easier on folks not nearly as well-versed in nanites? (Especially if it requires more nanite tech to get done?) |
About The Pull Request
Adds a new sensor: Organ Damage
Changes both the Species and Assistant sensor to be PASSIVE. (No longer requires a trigger.)
Species and Assistant sensors can now be used as rules.
The Assistant sensor can now be boolean'd to change whether it detects assistants or non-assistants.
Why It's Good For The Game
Organ Damage sensors are more-or-less a quality of life sensor used for neural reimaging as it no longer cancels itself if no healing can be done. It's exceptionally weird to set it up on the cloud without draining everyone's nanite supply, and people barely understand nanites at all right now.
The other changes are also quality of life, as rigging vital sensors to each species/assistant sensor you make is fucking stupid and wastes time.
You can also use them as rules, because you couldn't before.
Also the Assistant sensor didn't have a boolean...?
Changelog
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add: Added 1 new nanite program for detecting organ damage!
add: Added a boolean for the Assistant sensor for nanites!
qol: Assistant and Species nanite sensors are now passive and can be used as rules.
/:cl: