# Description
Being a little too clever with omitting braces in complicated if
statement chains in #686 caused blood regeneration for entities without
Blood Deficiency to stop working altogether. I added some braces and now
blood regeneration works again.
I also added `DataField` to `HasBloodDeficiency` because I forgot to add
that.
# Changelog
🆑 Skubman
- fix: Passive blood regeneration now works again.
# Description
**Blood Deficiency** is a +2 points negative Physical trait that makes
you slowly lose blood over time. When left untreated you will die from
blood loss. Inspired by the SS13 trait of the same name.
Slash/Piercing weapons and bleeding are much more lethal against you.
The moment you start taking **any** blood loss damage, you start dying
because you can't regenerate blood. Even just two consecutive kitchen
knife stabs will make you bleed enough to die slowly unless you
immediately apply gauze.
Blood packs, iron pills (or copper for Arachnids), and gauze to stop
bleeding will help you survive with this trait.
Here's how the timeline looks for untreated blood deficiency:
- ~0-21 minutes: losing blood slowly
- ~21-31 minutes: blood level below 90%, start taking bloodloss damage
- ~31-33 minutes: critical
- ~34 minutes: death
## Media
<details><summary>Expand</summary>
**Trait entry**


As shown above, even just reducing the blood volume to less than 90%
means you will die a slow and painful death.
</details>
</p>
</details>
# Changelog
🆑 Skubman
- add: Add the Blood Deficiency trait, a new negative trait that makes
you slowly lose blood over time. You must routinely receive blood loss
treatment to live, and even normally non-lethal bleeding can make you
start dying slowly.
* DamageSpecifier [Obsolete] Total => GetTotal()
* Remove obsolete Total member from DamageSpecifier.
(cherry picked from commit c77eb8691dc08d384a88ddaf3b734f7777d741b5)
* Add more DNA interactions
* remove unused import
* update based on feedback
* Add event for chemistrysystem.injector
* move event to shared; transfer dna to implanter
* doafter and interaction event fixes
* add BreakOnHandChange
* doh
* use events instead of updating component directly
* Add DataFields to ForensicScannerComponent fields
* Convert most events to system api call
* Added component and functionality.
* Fixed ZombieImmune.
* Zombies now have zombie blood.
* Ambuzol plus.
* Ambuzol plus spawns in bundle.
* Fine CBURN get one too.
* Reworked the reaction
* No more magic blood refilling.
* ok CE i fixed it
* Component change.
* removing drunk scaling with missing blood, drunk will apply until blood restored
* added new drunk function to go with new bloodloss drunk code
* initial tryremovetime code for drunk system. Still need to code it into bloodloss and test.
* initial tryremovetime code for drunk system. Still need to code it into bloodloss and test.
* Drunk status added by low blood level should be removed when healthy
* Everything is working in the dev enviroment. Cleaning up code.
* Dead bodies bleed, do not recover blood, and do not take further bloodloss damage to missing blood
* Last commit
* Removed arbitrary modifier scaling. The bleed amount is now 1-1 in units.
* Added some comments to explain the blood and bleed code
* added some comments
* added some comments
* profusely bleeding message scales with max bleed rate
* Added some comments
* Added some comments (tm)
* Halved the speed bleed rate heals.
* Changed the wording of a comment to make the function of the values more clear
* Changed bleed rate values, made heat heal more bleed rate
* doubled crit chance, since damage types were reduced
* Made iron restore more blood, 2->4u per 1u
* Starting to add the blood pack
* add bloodlevel to healingcomponent
* Created code support in the healing system for restoring blood
* first test of blood pack prototype
* More pack testing, and defining the yml stack
* yml syntax fix
* adds bloodpack tag
* Successfully added the item, but the effect and deletion after using the item is not working yet.
* the blood regen worksgit add -A!
* blood pack is entirely functioning
* Removed bleed rate healing from brute pack
* Comment correction
* I tried
* Removed bleed stats from corrupted corgi, they inherit same stats from basemob
* Removed bleed stats from xeno, they inherit same stats from a base mob
* Removed bleed stats from diona, they inherit same stats from a base mob
* Removed bleed stats from slimes, they inherit same stats from a base mob
* All mobs now heal bloodloss damage at a rate of 1 instead of 0.25 when healthy
* The cautery now closes bleed wounds
* Nerf blood pack bleed rate heal
* Added 2 blood packs to medicine locker
* Added 2 blood packs to wall medicine locker
* Minor YML fix to chemistry locker, no changes in game
* Added tag to medical belt for blood pack, added 2 blood packs to medical belt
* Added 1 gauze to medical belt
* 5 blood packs addded to nanomed plus
* nanomed inventory change
* 2 blood packs added to medical supplies crate from cargo
* Moved 1 gauze from med kit to advanced med kit
* Moved 1 tricord pill from advanced med kit to basic med kit
* added 2 ointment to burn kit
* Moved ina syringe from burn treatment to oxygen kit
* Removed one gauze from brute kit
* Added one bloodpack to brute med kit
* Moved tranex acid syringe from advanced first aid to brute kit
* Poison medipen moved from advanced first aid kit to toxin kit
* Removed health analyzer from advanced first aid kit
* removed one brute pack from advanced aid kit
* added one ointment to advanced aid kit
* Added one blood pack to advanced aid kit
* Added 2 blood packs to combat med kit
* Starting with adding the license for the tg sprite
* Adds the blood pack sprite and meta.json code
* I forgor to actually code the sprite in
* Advanced med kit missing one blood pack
* Replaced tricord pill with emergency medipen in cobat kit
* Removed emergency pen from combat kit, there's no space for it
* Revert "I tried"
This reverts commit 94c2e28df3200993d3f09b72ecabc838ea5ae5c0.
* Trying to fix yml test fail
* Try again
* attempt number 3
* Restock crate price was too low
* fixing merge conflict without making a HUGE mess this time
* ???
* again
* again
* Can I add the newline now maybe???
* Revert "Can I add the newline now maybe???"
This reverts commit 22d26706a65a24633f7da1dea6315012e2d3ac6f.
* Adds the doafter fix code from Keron to the blood level healing
* minor typo fix
* Feedback from Emisse and sloth; Removed chance based feedback on cauterizing
* comment fix
* DNA component
* Commit numba 2
* Added DNA into Station Records Computer
* commit numba 3
* commit numba 4
* Vomit also contain DNA component now
* fixed DNA field not clearing after scanning another item
* commit numba 10
Drinking leaves DNA on an object. Breaking glasses, bottles and beakers leave DNA and leave fingerprints/fibers with 40% chance on glass shards. + lotta fixes
* 11
* 12
* 14
* Added DNA guide entry
* FIX
* Add charcoal
Flush chemicals that are not the charcoal out of the chemical stream
* Add into EN localization to get chem dispenser to display correctly
* Remove method that wasn't needed
* Remove charcoal from dispenser
Charcoal is made by combing ash and carbon
* Place ash in elements prototype
* starter API
* network ID cards
* Port more stuff from old identity
* Re-implement identity representation + name updating
* move
* proper name returning for `IdentityName`
* move everything important to server, give in to temptation
* shared / server / client split sadly. move ensure to shared and spawn to server
* identity update queueing + identityblocker
* fixes
* and just like that it's usable for admins
* huge identity pass
* pass dos
* jesus christ
* figs :D
* fuck u
* fix bad merge.
Co-authored-by: Moony <moonheart08@users.noreply.github.com>
* Adds seven new smites, moves the explosion smite to the verb category.
* adds even more smites.
* Even more smites, some messages for specific smites.
* Adds even more smites.
* Removes some junk, adds a smite that angers the pointing arrows.
* get rid of dumb component.
* Remove mistake from verb menu presentation.
* How did that happen?
* whoops
* c
* e
* fuck
* Loading...
* removes the BoM go away
* adds the funny kill sign. Fixes ghost smite.
* Move systems around.
* Adjust organ vomit.
* Adds a smite that turns people into an instrument, and one that removes their gravity.
* oops
* typo
Co-authored-by: Veritius <veritiusgaming@gmail.com>