diff --git a/Content.Server/Body/Components/BloodstreamComponent.cs b/Content.Server/Body/Components/BloodstreamComponent.cs index d056df289d..00d8a7b42d 100644 --- a/Content.Server/Body/Components/BloodstreamComponent.cs +++ b/Content.Server/Body/Components/BloodstreamComponent.cs @@ -35,13 +35,13 @@ namespace Content.Server.Body.Components /// How much should bleeding should be reduced every update interval? /// [DataField("bleedReductionAmount")] - public float BleedReductionAmount = 0.5f; + public float BleedReductionAmount = 1.0f; /// /// How high can go? /// [DataField("maxBleedAmount")] - public float MaxBleedAmount = 20.0f; + public float MaxBleedAmount = 10.0f; /// /// What percentage of current blood is necessary to avoid dealing blood loss damage? @@ -67,7 +67,7 @@ namespace Content.Server.Body.Components /// How frequently should this bloodstream update, in seconds? /// [DataField("updateInterval")] - public float UpdateInterval = 5.0f; + public float UpdateInterval = 3.0f; // TODO shouldn't be hardcoded, should just use some organ simulation like bone marrow or smth. /// @@ -80,7 +80,7 @@ namespace Content.Server.Body.Components /// How much blood needs to be in the temporary solution in order to create a puddle? /// [DataField("bleedPuddleThreshold")] - public FixedPoint2 BleedPuddleThreshold = 5.0f; + public FixedPoint2 BleedPuddleThreshold = 1.0f; /// /// A modifier set prototype ID corresponding to how damage should be modified