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if circuts are enabled and damage is enabled. as the used circuts break down malfunctions because of them should incress.
players would also get a message a malfunction has happen duee to the X circut. so if the circut is at 100% the malfunction % is 5-10% so even a fully repaird chameleon circut has a chance to malfunction and cause the extior to change and so on
chameleon - changes shell
input - random location
materialisation - random location
memory - random save / area
randomiser random world / dimention
scanner - only happens on scans / monitor use and will render the departed location
Describe alternatives you've considered
none
The text was updated successfully, but these errors were encountered:
when a malfuntion happens there could be 2 things that trigger it
the random that already happens will select a random circut based off its damage level
as a circut gets used the greater the damage is the greater chance a malfuntion will happen to where a 100% damage = 99% malfunction and a 100% repair would give a 0% malfunction not related to event 1
Describe the feature request
if circuts are enabled and damage is enabled. as the used circuts break down malfunctions because of them should incress.
players would also get a message a malfunction has happen duee to the X circut. so if the circut is at 100% the malfunction % is 5-10% so even a fully repaird chameleon circut has a chance to malfunction and cause the extior to change and so on
chameleon - changes shell
input - random location
materialisation - random location
memory - random save / area
randomiser random world / dimention
scanner - only happens on scans / monitor use and will render the departed location
Describe alternatives you've considered
none
The text was updated successfully, but these errors were encountered: