[TM Only] Drug Fixes And Rework - #201
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August 29, 2026 04:24
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About The Pull Request
Cannabis:
Making a joint:
Bongs:
Cocaine (Yayo) and Meth (Crank):
For some unknown reason they were both the same drug and both subtypes of a glass cup which is why you drank them and the baggies shattered into glass shards when thrown.
Addiction:
Kindred & Drugs:
(*Note: The code has a lot of the framework in place for specific drug-infused blood bags, but until someone actually works on this drugged blood system for kindred, I'm disabling it)
Repricing:
The black market prices for drugs were insane. Now they're more reasonable.
To balance the lower prices, the base sell price at the Fence for all 3 was quartered from $100 to $25 so you can't just buy from the black market and sell for profit at the Fence. This also means you will get less money for selling weed to the Fence which helps shrink moneymaking as it was a TON of money for a single bag of cannabis (up to $25,000 per stack on a good roll).
Why It's Good For The Game
Changelog
🆑
add: Four new strains of cannabis with their own sprites, taste profiles, strain-specific cannabis plants, and when bought from the Black Market the strain is determined at random.
add: Coke and Meth are now separate drugs with their own unique effects.
add: 10% addiction chance per hit of coke and meth.
add: qol: Bongs now accept undried cannabis.
add: +5 minutes to the cannabis rot timer.
fix: Rolling a joint puts it in your hand instead of dropping it on the floor.
fix: Meth and cocaine baggies are now actually baggies, are snorted, and the baggies are no longer made out of glass.
fix: Kindred can no longer abuse the infinite drug accumulation bug to gain superpowers.
balance: Drugs are now cheaper to buy and the Fence pays less to match.
qol: Left click to use bong, Ctrl+Left click to empty it, unsmoked weed returned if ctrl clicked.
fix: Meth/Crank-induced brain damage mania no longer spouts lines about space-SS13, changed the lines to fit the theme/year/setting.
/:cl: