Warm static: Difference between revisions
Clarified content based on the code, added a tips section |
m →Interactions: removed broken link and clarified that it's plants not foliage (ie. includes trees) |
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** The new creature will keep its previous inventory. | ** The new creature will keep its previous inventory. | ||
** Creatures in settlements will maintain a base demeanor of docile. | ** Creatures in settlements will maintain a base demeanor of docile. | ||
* Pouring pure {{name}} onto a non-creature, non-item, non-liquid object will transmute it into a random object of the same type. For instance, | * Pouring pure {{name}} onto a non-creature, non-item, non-liquid object will transmute it into a random object of the same type. For instance, furniture will become random furniture, [[walls]] will become walls, and non-sentient plants will become non-sentient plants. | ||
* Pouring pure {{name}} into an empty space will perform a check on every object in the zone. Each object will have a 20% chance to be teleported to a random unoccupied tile, and a 2% chance to be transmuted into a random object of the same type. | * Pouring pure {{name}} into an empty space will perform a check on every object in the zone. Each object will have a 20% chance to be teleported to a random unoccupied tile, and a 2% chance to be transmuted into a random object of the same type. | ||
** Liquid pools transmuted this way bypass the restriction on rare liquids encountered when {{name}} is mixed with them directly. | ** Liquid pools transmuted this way bypass the restriction on rare liquids encountered when {{name}} is mixed with them directly. |