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Changes to regenerators and healing effects#3112

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CrabbytheCrab wants to merge 21 commits intovlggms:masterfrom
CrabbytheCrab:Healing-and-Work-damage-changes
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Changes to regenerators and healing effects#3112
CrabbytheCrab wants to merge 21 commits intovlggms:masterfrom
CrabbytheCrab:Healing-and-Work-damage-changes

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@CrabbytheCrab CrabbytheCrab commented Dec 7, 2025

About The Pull Request

Ports Lobotomy-Corporation-13/lc13#182, Lobotomy-Corporation-13/lc13#218, and Lobotomy-Corporation-13/lc13#251, all by Aseidos
It ports a refractor to regenerators and an system for indexing different lists of mobs in an area which removes mobs that died from it. Most hostile mobs that were passive to humans won't be able to trigger the regenerators reduced healing anymore. I also added a variable for abnormalities called breach_index to make changing an abnormality's index when they breach less hard coded and a MOB_ABNO_PASSIVE_INDEX which is used by abnormalities that aren't hostile during their breach or are currently contained.
This PR also does some other minor changes and balancing. Burst mode now works with the regenerator lob upgrade and will display changes to its healing and the amount of healing it gives when it goes off. Refined Enkephalin and Mental Stabilizers now heal half the amount of sanity and the former will now cause hallucinations when a player overdoses on it. When a human heals hp, They will spawn a healing flick effect and also redid it for sanity healing as well.

Why It's Good For The Game

The ports not only reduces lag but also allows for area wide effects.
Refined Enkephalin and Mental Stabilizers were never nerfed from the pre hp rework pr and the former didn't do anything on overdose despite mentioning causing hallucinations .
Standardizing healing particles makes them look better.

Changelog

🆑
balance: rebalanced Refined Enkephalin and Mental Stabilizer
icons: added some new ones for sanity healing
code: Ported a refactor to regenerators

@CrabbytheCrab CrabbytheCrab changed the title [Experimental changes to abnormalities and healing [DNM] Experimental changes to abnormalities and healing Dec 7, 2025
@CrabbytheCrab CrabbytheCrab added Balance Improvements towards balance of the game. Tweak A small change/addition to already existing systems. Fix There was a bug, and we fixed it! Do Not Merge - Maintainer Discussion Do not merge until Maintainers talk about it. labels Dec 7, 2025
@CrabbytheCrab CrabbytheCrab changed the title [DNM] Experimental changes to abnormalities and healing [DNM] Experimental changes to healing Dec 27, 2025
@CrabbytheCrab CrabbytheCrab force-pushed the Healing-and-Work-damage-changes branch from f1c1d8d to b23b5aa Compare January 30, 2026 22:41
@CrabbytheCrab CrabbytheCrab force-pushed the Healing-and-Work-damage-changes branch from dbacd0b to 29a6acf Compare February 19, 2026 21:03
@CrabbytheCrab CrabbytheCrab force-pushed the Healing-and-Work-damage-changes branch from 5d66dd1 to 3f9eef8 Compare February 28, 2026 17:08
@CrabbytheCrab CrabbytheCrab changed the title [DNM] Experimental changes to healing Changes to regenerators and healing effects Mar 16, 2026
@CrabbytheCrab CrabbytheCrab removed the Do Not Merge - Maintainer Discussion Do not merge until Maintainers talk about it. label Mar 17, 2026
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@Coxswain-Navigator Coxswain-Navigator left a comment

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Some small nitpicks. Ensure this is tested locally before testmerging.

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Balance Improvements towards balance of the game. Fix There was a bug, and we fixed it! Tweak A small change/addition to already existing systems.

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