PR Review Changes

This commit is contained in:
Coryler 2026-06-22 13:19:45 +02:00
parent 8332582b0f
commit 1dc06efc67
32 changed files with 69 additions and 92 deletions

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@ -18,7 +18,7 @@ public sealed partial class DogVisionOverlay : Overlay
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _dogVisionShader;
private const string DogVisionName = "DogVision";
private static readonly ProtoId<ShaderPrototype> DogVisionName = "DogVision";
public DogVisionOverlay()
{

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@ -167,8 +167,4 @@ public sealed partial class ChatUIController : IOnSystemChanged<CharacterInfoSys
_charInfoIsAttach = false;
}*/
// Delta V - Complains it needs an invoker. Though we moved it into the client.
private void OnHighlightsUpdated(string obj)
{
HighlightsUpdated?.Invoke(obj);
}
}

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@ -46,7 +46,7 @@ public sealed class MonumentPlacementPreviewOverlay : Overlay
private const string SaturationShuffleName = "SaturationShuffle";
private const string MonumentPulseName = "MonumentPulse";
private const string UnshadedName = "unschaded";
private const string UnshadedName = "unshaded";
//todo arbitrary sprite drawing overlay at some point

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@ -17,7 +17,7 @@ public sealed partial class UltraVisionOverlay : Overlay
public override bool RequestScreenTexture => true;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _ultraVisionShader;
private const string UltraVisionName = "UltraVision";
private static readonly ProtoId<ShaderPrototype> UltraVisionName = "UltraVision";
public UltraVisionOverlay()
{

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@ -27,7 +27,7 @@ public sealed class BaseSwitchableOverlay<TComp> : Overlay where TComp : Switcha
public bool IsActive = true;
private const string NightVisionName = "NightVision";
private static readonly ProtoId<ShaderPrototype> NightVisionName = "NightVision";
public BaseSwitchableOverlay()
{

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@ -313,7 +313,7 @@ namespace Content.Server.Connection
}
// DeltaV - Replace existing softwhitelist implementation
// if (false)//if (_cfg.GetCVar(CCVars.WhitelistEnabled) && adminData is null)
// if (_cfg.GetCVar(CCVars.WhitelistEnabled) && adminData is null)
// {
// if (_whitelists is null)
// {

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@ -20,8 +20,8 @@ public sealed partial class SophicScribeSystem : EntitySystem
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
private const string ScienceEncryptName = "Science";
private const string CommonEncryptName = "Common";
private static readonly ProtoId<RadioChannelPrototype> ScienceEncryptName = "Science";
private static readonly ProtoId<RadioChannelPrototype> CommonEncryptName = "Common";
public override void Update(float frameTime)
{

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@ -21,7 +21,7 @@ using Content.Shared.Inventory.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Polymorph;
using Content.Shared.Speech.Components;
using Content.Shared.StatusEffectNew;
using Content.Shared.StatusEffect;
using Robust.Server.GameObjects;
using Robust.Shared.Audio.Systems;
using Robust.Shared.EntitySerialization.Systems;
@ -67,7 +67,7 @@ public sealed partial class CosmicCultSystem : SharedCosmicCultSystem
private readonly ResPath _mapPath = new("Maps/_DV/Nonstations/cosmicvoid.yml");
private static readonly EntProtoId CosmicEchoVfx = "CosmicEchoVfx";
private static readonly string EntropicDegen = "EntropicDegen";
private static readonly ProtoId<StatusEffectPrototype> EntropicDegen = "EntropicDegen";
private static readonly ProtoId<RadioChannelPrototype> CosmicRadio = "CosmicRadio";
public override void Initialize()
@ -173,7 +173,7 @@ public sealed partial class CosmicCultSystem : SharedCosmicCultSystem
{
if (!EntityIsCultist(args.Equipee))
{
_statusEffects.TryAddStatusEffectDuration(args.Equipee, EntropicDegen, out _, TimeSpan.FromDays(1)); // TimeSpan.MaxValue causes a crash here, so we use FromDays(1) instead.
_statusEffects.TryAddStatusEffect<CosmicEntropyDebuffComponent>(args.Equipee, EntropicDegen, TimeSpan.FromDays(1), true); // TimeSpan.MaxValue causes a crash here, so we use FromDays(1) instead.
if (TryComp<CosmicEntropyDebuffComponent>(args.Equipee, out var comp)) comp.Degen = new(){DamageDict = new(){{"Cold", 0.5}, {"Asphyxiation", 1.5}, {"Ion", 1.5}}};
}
}
@ -187,7 +187,7 @@ public sealed partial class CosmicCultSystem : SharedCosmicCultSystem
{
if (!EntityIsCultist(args.User))
{
_statusEffects.TryAddStatusEffectDuration(args.User, EntropicDegen, out _, TimeSpan.FromDays(1));
_statusEffects.TryAddStatusEffect<CosmicEntropyDebuffComponent>(args.User, EntropicDegen, TimeSpan.FromDays(1), true);
if (TryComp<CosmicEntropyDebuffComponent>(args.User, out var comp)) comp.Degen = new(){DamageDict = new(){{"Cold", 0.5}, {"Asphyxiation", 1.5}, {"Ion", 1.5}}};
_popup.PopupEntity(Loc.GetString("cosmiccult-gear-pickup", ("ITEM", args.Equipped)), args.User, args.User, PopupType.MediumCaution);
}

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@ -5,12 +5,13 @@ using Content.Server.Bible.Components;
using Content.Server.Popups;
using Content.Shared._DV.CosmicCult;
using Content.Shared._DV.CosmicCult.Components;
using Content.Shared.Damage;
using Content.Shared.DoAfter;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Mobs.Components;
using Content.Shared.Popups;
using Content.Shared.StatusEffectNew;
using Content.Shared.StatusEffect;
using Robust.Shared.Random;
using Robust.Shared.Timing;
@ -70,7 +71,7 @@ public sealed class CosmicRiftSystem : EntitySystem
if (!_random.Prob(comp.PulseProb)) continue;
var damageMultiplier = Math.Clamp(comp.PulseRange / distance, 1, 10); //0.2 damage per second at max distance, up to 2 per second if closer
var effectDuration = _random.Next(10, 40); //2-8 damage at max distance, 20-80 damage at min distance
_statusEffects.TryAddStatusEffectDuration(mob, "EntropicDegen", out _, TimeSpan.FromSeconds(effectDuration));
_statusEffects.TryAddStatusEffect<CosmicEntropyDebuffComponent>(mob, "EntropicDegen", TimeSpan.FromSeconds(effectDuration), true);
if (TryComp<CosmicEntropyDebuffComponent>(mob, out var debuff)) debuff.Degen =
new(){DamageDict = new(){
{"Cold", 0.05 * damageMultiplier},

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@ -57,7 +57,7 @@ public sealed class PlanetSystem : EntitySystem
{
var map = SpawnPlanet(id, runMapInit: false);
var mapId = Comp<MapComponent>(map).MapId;
if (!_mapLoader.TryLoadGrid(mapId, path, out var grid, offset: new Vector2(150,150)))
if (!_mapLoader.TryLoadGrid(mapId, path, out var grid, offset: new Vector2(150, 150)))
{
Log.Error($"Failed to load planet grid {path} for planet {id}!");
Del(map);

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@ -110,7 +110,8 @@ public sealed partial class CheatDeathSystem : EntitySystem
// If the holy damage exceeds the crit state, do not allow revives.
if (!TryComp<DamageableComponent>(ent, out var damageable)
|| !_thresholdSystem.TryGetIncapThreshold(ent, out var incapThreshold)
|| _damageableSystem.GetPositiveDamage((ent, damageable)).DamageDict["Holy"] >= incapThreshold)
|| (_damageableSystem.GetPositiveDamage((ent, damageable)).DamageDict.ContainsKey("Holy") // Delta V - Check for Holy Key being there
&& _damageableSystem.GetPositiveDamage((ent, damageable)).DamageDict["Holy"] >= incapThreshold)) // Delta V - Check if Holy Damage is above threshhold
{
var failPopup = Loc.GetString("action-cheat-death-holy-damage");
_popupSystem.PopupEntity(failPopup, ent, ent, PopupType.LargeCaution);

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@ -40,8 +40,8 @@ public sealed partial class RevenantStasisSystem : EntitySystem
[ValidatePrototypeId<StatusEffectPrototype>]
private const string RevenantStasisId = "Stasis";
private const string HolyId = "Holy"; // DV - Fix Errors
private const string SaltId = "Salt"; // DV - Fix Errors
private ProtoId<TagPrototype> HolyId = "Holy"; // DV - Fix Errors
private ProtoId<TagPrototype> SaltId = "Salt"; // DV - Fix Errors
public override void Initialize()
{

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@ -39,7 +39,7 @@ public sealed partial class ThavenMoodsSystem : SharedThavenMoodSystem
private const string NoAndDataset = "ThavenMoodsNoAnd";
private const string WildcardDataset = "ThavenMoodsWildcard";
private const string ActionViewMoods = "ActionViewMoods";
private const string RandomThavenMoodDataset = "RandomThavenMoodDataset";
private static readonly ProtoId<DatasetPrototype> RandomThavenMoodDataset = "RandomThavenMoodDataset";
public override void Initialize()
{

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@ -13,6 +13,7 @@ using Content.Server.Medical;
using Content.Server.Medical.Components;
using Content.Server.Nutrition.Components;
using Content.Shared._Mono.CorticalBorer;
using Content.Shared.Actions.Components;
using Content.Shared.Administration.Logs;
using Content.Shared.Alert;
using Content.Shared.Body.Components;
@ -51,8 +52,8 @@ public sealed partial class CorticalBorerSystem : SharedCorticalBorerSystem
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly GhostRoleSystem _ghost = default!;
private const string ActionEndControlHostName = "ActionEndControlHost";
private const string ActionLayEggHostName = "ActionLayEggHost";
private static readonly EntProtoId<ActionComponent> ActionEndControlHostName = "ActionEndControlHost";
private static readonly EntProtoId<ActionComponent> ActionLayEggHostName = "ActionLayEggHost";
public override void Initialize()
{

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@ -50,7 +50,6 @@ public abstract class SharedImplanterSystem : EntitySystem
_itemSlots.AddItemSlot(uid, ImplanterComponent.ImplanterSlotId, component.ImplanterSlot);
// DeltaV - don't use deimplant chosing
// return;
// component.DeimplantChosen ??= component.DeimplantWhitelist.FirstOrNull();
//
// Dirty(uid, component);

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@ -255,7 +255,6 @@ public abstract partial class InventorySystem
return false;
// DeltaV - ignore suit storage whitelist
// continue;
// if (TryComp<AllowSuitStorageComponent>(slotEntity, out var comp) &&
// _whitelistSystem.IsWhitelistFailOrNull(comp.Whitelist, itemUid))
// return false;

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@ -42,8 +42,8 @@ public abstract class SharedScaleVisualsSystem : EntitySystem
Dirty(uid, comp);
// Delta V - Begin Species Scaling
var diff = scale - Vector2.One;
var newScale = comp.SpeciesScale + diff;
// 120% species scale => add 0.2 to scale
var newScale = scale + comp.SpeciesScale - Vector2.One;
// Delta V - End Species Scaling
var appearanceComponent = EnsureComp<AppearanceComponent>(uid);

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@ -1,4 +1,4 @@
using Content.Shared.StatusEffectNew;
using Content.Shared.StatusEffect;
using Robust.Shared.Prototypes;
namespace Content.Shared._DV.Addictions;
@ -7,15 +7,25 @@ public abstract class SharedAddictionSystem : EntitySystem
{
[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
public const string StatusEffectKey = "Addicted";
public ProtoId<StatusEffectPrototype> StatusEffectKey = "Addicted";
protected abstract void UpdateTime(EntityUid uid);
public virtual void TryApplyAddiction(EntityUid uid, float addictionTime)
public virtual void TryApplyAddiction(EntityUid uid, float addictionTime, StatusEffectsComponent? status = null)
{
if (!Resolve(uid, ref status, false))
return;
UpdateTime(uid);
_statusEffects.TryAddStatusEffectDuration(uid, StatusEffectKey, out _, TimeSpan.FromSeconds(addictionTime));
if (!_statusEffects.HasStatusEffect(uid, StatusEffectKey, status))
{
_statusEffects.TryAddStatusEffect<AddictedComponent>(uid, StatusEffectKey, TimeSpan.FromSeconds(addictionTime), true, status);
}
else
{
_statusEffects.TryAddTime(uid, StatusEffectKey, TimeSpan.FromSeconds(addictionTime), status);
}
}
public virtual void TrySuppressAddiction(EntityUid uid, float duration)

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@ -6,7 +6,7 @@ using Content.Shared.Damage;
using Content.Shared.Damage.Systems;
using Content.Shared.Popups;
using Content.Shared.Revenant.Components;
using Content.Shared.StatusEffectNew;
using Content.Shared.StatusEffect;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
@ -20,6 +20,7 @@ public abstract class SharedDispelPowerSystem : BasePsionicPowerSystem<DispelPow
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
[Dependency] private readonly StatusEffectNew.StatusEffectsSystem _statusEffectsNew = default!;
public override void Initialize()
@ -76,7 +77,7 @@ public abstract class SharedDispelPowerSystem : BasePsionicPowerSystem<DispelPow
/// <param name="args">The event.</param>
private void OnPsionicShieldingStopped(Entity<DispelPowerComponent> psionic, ref PsionicStoppedShieldedEvent args)
{
if (_statusEffects.HasStatusEffect(psionic, "StatusEffectPsionicsDisabled"))
if (_statusEffectsNew.HasStatusEffect(psionic, "StatusEffectPsionicsDisabled"))
return;
// Losing the shielding causes you to lose vision of the invisible. This is to prevent that.
Psionic.SetCanSeePsionicInvisiblity(args.Shielded, true);
@ -115,7 +116,7 @@ public abstract class SharedDispelPowerSystem : BasePsionicPowerSystem<DispelPow
{
DealDispelDamage(revenant, dispeller: args.Dispeller);
// TODO: Port over the new StatusEffectSystem when upstream ports over the Corporeal status effect to the new system.
_statusEffects.TryAddStatusEffectDuration(revenant, "Corporeal", out _, TimeSpan.FromSeconds(30));
_statusEffects.TryAddStatusEffect(revenant, "Corporeal", TimeSpan.FromSeconds(30), false, "Corporeal");
args.Handled = true;
}

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@ -4,7 +4,7 @@ using Content.Shared.Actions.Events;
using Content.Shared.DoAfter;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.StatusEffectNew;
using Content.Shared.StatusEffect;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
@ -36,7 +36,7 @@ public abstract class SharedPrecognitionPowerSystem : BasePsionicPowerSystem<Pre
// A custom shader for seeing visions would be nice but this will do for now.
// TODO: Port over the TemporaryBlindness effect to the new StatusEffectSystem.
// When Upstream ports it over, replace this with it.
StatusEffects.TryAddStatusEffectDuration(psionic, "TemporaryBlindness", out _, psionic.Comp.UseDelay);
StatusEffects.TryAddStatusEffect<TemporaryBlindnessComponent>(psionic, "TemporaryBlindness", psionic.Comp.UseDelay, true);
Movement.TryUpdateMovementSpeedModDuration(args.Performer, PrecognitionSlowdown, psionic.Comp.UseDelay, 0.5f);
psionic.Comp.SaveDoAfterId(doAfterId.Value);

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@ -9,8 +9,10 @@
using Content.Shared._Goobstation.Fishing.Components;
using Content.Shared._Goobstation.Fishing.Events;
using Content.Shared.Actions;
using Content.Shared.GameTicking;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Popups;
using Content.Shared.Random.Helpers;
using Content.Shared.Throwing;
using Robust.Shared.Map;
using Robust.Shared.Network;
@ -33,7 +35,6 @@ public abstract class SharedFishingSystem : EntitySystem
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly IRobustRandom _random = default!; // Delta V - Build Errors
protected EntityQuery<ActiveFisherComponent> FisherQuery;
protected EntityQuery<ActiveFishingSpotComponent> ActiveFishSpotQuery;
@ -349,9 +350,10 @@ public abstract class SharedFishingSystem : EntitySystem
var targetCoords = Xform.GetMapCoordinates(Transform(attachedEnt));
var playerCoords = Xform.GetMapCoordinates(Transform(player));
// var rand = new System.Random((int) Timing.CurTick.Value); // evil random prediction hack // Delta V - No idea, commenting out for now
var rand = SharedRandomExtensions.PredictedRandom(Timing, GetNetEntity(ent));
// Calculate throw direction
var direction = (playerCoords.Position - targetCoords.Position) * _random.NextFloat(0.2f, 0.85f);
var direction = (playerCoords.Position - targetCoords.Position) * rand.NextFloat(0.2f, 0.85f);
// Yeet
Throwing.TryThrow(attachedEnt, direction, 4f, player);

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@ -1,8 +1,10 @@
using Content.Shared.Revenant.Components;
using Content.Shared.Popups;
using Content.Shared.StatusEffectNew; // Delta V - Migrate to New
using Content.Shared.StatusEffect;
using Content.Shared.Stunnable;
using Robust.Shared.Physics.Events;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Shared.Revenant.EntitySystems;
@ -11,10 +13,10 @@ public abstract class SharedRevealRevenantOnCollideSystem : EntitySystem
[Dependency] private readonly StatusEffectsSystem _status = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedStunSystem _stun = default!;
// [Dependency] private readonly IGameTiming _gameTiming = default!; // Delta V - Never used
[Dependency] private readonly IGameTiming _gameTiming = default!;
private const string CorporealStatusId = "Corporeal";
private const string StunStatusId = "Stun";
private static readonly ProtoId<StatusEffectPrototype> CorporealStatusId = "Corporeal";
private static readonly ProtoId<StatusEffectPrototype> StunStatusId = "Stun";
public override void Initialize()
{
@ -35,7 +37,7 @@ public abstract class SharedRevealRevenantOnCollideSystem : EntitySystem
args.OtherEntity
);
_status.TryAddStatusEffectDuration(args.OtherEntity, CorporealStatusId, out _, comp.RevealTime);
_status.TryAddStatusEffect<CorporealComponent>(args.OtherEntity, CorporealStatusId, comp.RevealTime, true);
if (comp.StunTime != null && !_status.HasStatusEffect(args.OtherEntity, StunStatusId))
_stun.TryUpdateStunDuration(args.OtherEntity, comp.StunTime.Value);

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@ -1 +1,2 @@
gases-miasma = Miasma
gas-miasma = Miasma

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@ -12,7 +12,6 @@ gas-water-vapor = Water Vapor
gas-water-vapor-abbreviation = H₂O
gas-ammonia = Ammonia
gas-ammonia-abbreviation = NH₃
gas-miasma = Miasma # Delta V - Add Miasma
gas-nitrous-oxide = Nitrous Oxide
gas-nitrous-oxide-abbreviation = N₂O
gas-frezon = Frezon

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@ -38,9 +38,9 @@
- map: [ "grinder" ]
state: "grinder_empty"
- type: ApcPowerReceiver
powerLoad: 300
powerLoad: 0
- type: PowerState
idlePowerDraw: 300 # Delta V - Tests Cry, needs to be the same as the APCPowerReceiver Value
idlePowerDraw: 0 # Delta V - Tests Cry, needs to be the same as the APCPowerReceiver Value
workingPowerDraw: 750 # medium power blender
- type: AutomationSlots # Goobstation
slots:

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@ -44,8 +44,8 @@
- id: MobWhimperlet # DeltaV - added Whimperlet
weight: 0.03
#- id: MobMouseCancer # DeltaV - no
# - id: MobCorticalBorer # DeltaV - ported Borer
# weight: 0.015 # DeltaV - original probability was 0.001 but that seems WAY too low
#- id: MobCorticalBorer # DeltaV - ported Borer
# weight: 0.015 # DeltaV - original probability was 0.001 but that seems WAY too low
# Events always spawn a critter regardless of Probability https://github.com/space-wizards/space-station-14/issues/28480 I added the Rat King to their own event with a player cap.
- type: entity
@ -188,3 +188,5 @@
- id: MobMouse
- id: MobMouse1
- id: MobMouse2
- id: MobWhimperlet # DeltaV - Added Whimperlet and its weight
weight: 0.03

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@ -107,7 +107,7 @@
id: FloorSteelOffset
parent: BaseStationTile
name: tiles-steel-floor-offset
sprite: /Textures/Tiles/steel_offset.png
sprite: /Textures/_DV/Tiles/steel_offset.png # Delta V - Resprite Tile
itemDrop: FloorTileItemSteelOffset
- type: tile

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@ -73,34 +73,6 @@
- !type:SpawnItemInHandEffect
item: OffsetCane
#- type: trait
# id: ArmAmputeeLeft
# name: trait-amputee-left-arm-name
# description: trait-amputee-left-arm-desc
# category: Disabilities
# conflicts:
# - ArmAmputeeRight # TODO: AmputeeComponent doesn't stack, should be an effect instead
# effects:
# - !type:AddCompsEffect
# components:
# - type: Amputee
# removeBodyPart: Arm
# partSymmetry: Left
#- type: trait
# id: ArmAmputeeRight
# name: trait-amputee-right-arm-name
# description: trait-amputee-right-arm-desc
# category: Disabilities
# conflicts:
# - ArmAmputeeLeft
# effects:
# - !type:AddCompsEffect
# components:
# - type: Amputee
# removeBodyPart: Arm
# partSymmetry: Right
- type: trait
id: Dysgraphia
name: trait-dysgraphia-name

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@ -6,11 +6,11 @@
components:
- type: ApcPowerReceiver
powerLoad: 500
# Delta V - Begin Changing PowerState here
# Delta V - Begin Changing PowerState here for Tests. IdlePowerDraw can't be less than APCPowerReceiver.
- type: PowerState
idlePowerDraw: 500
workingPowerDraw: 1000
# Delta V - End Changing PowerState here
# Delta V - End
- type: PointLight
radius: 1.5
energy: 1.6
@ -55,11 +55,11 @@
components:
- type: ApcPowerReceiver
powerLoad: 500
# Delta V - Begin Changing PowerState here
# Delta V - Begin Changing PowerState here for Tests. IdlePowerDraw can't be less than APCPowerReceiver.
- type: PowerState
idlePowerDraw: 500
workingPowerDraw: 1000
# Delta V - End Changing PowerState here
# Delta V - End
- type: PointLight
radius: 1.5
energy: 1.6

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@ -27,7 +27,7 @@
- type: PassiveDamage
allowedStates:
- Alive
# damageCap: 20 # Delta V - No more damage cap
damageCap: 20
damage:
types:
Asphyxiation: 1

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@ -11,9 +11,6 @@
components:
- type: RandomHumanoidAppearance
randomizeName: True
# - type: HumanoidAppearance
#height: 1.2 # DeltaV - non-functional
#width: 1.2 # DeltaV - non-functional
- type: Loadout
prototypes: [AsakimGear]
#roleLoadout: [RoleSurvivalTankOnly] # DeltaV - nope
@ -33,9 +30,6 @@
- type: NpcFactionMember
factions:
- Syndicate
# Delta V Commented Olut for Nubody
# - type: SurgerySpeedModifier
# speedModifier: 1.5
#- type: IntrinsicRadioReceiver # DeltaV - unused
#- type: IntrinsicRadioTransmitter
# channels:

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@ -55,9 +55,6 @@
- type: NpcFactionMember
factions:
- Syndicate
# Delta V Commented out for Nubody
# - type: SurgerySpeedModifier # not sure why this was in the original one but whatever
# speedModifier: 1.5
#- type: PsionicBonusChance # uncomment when psionics are cool
# multiplier: 999 # no way to guarentee random psionics so. next best thing
mindRoles: