Re-allowed small mobs to revive by defibbing them #933

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EchoOfNothing merged 1 commit from :entities/revivemobs into master 2026-09-24 18:09:55 +00:00
Member

Short description

I looked at the original source of where softcrits came from and found a PR which fixes mobs not being revivable via defibs.

https://github.com/Mira-Sector/space-station-14/pull/100/changes/923e40d9cf13920847f670144d15e39c030befe1

Warning

PLEASE PLEASE PLEASE TEST THIS.

I am not good when it comes to anything med related, nor it's codebase, so I'm not sure if this breaks anything.

Why we need to add this

Kinda sucks that you can't revive station pets.

Media (Video/Screenshots)

Checklist

Ingame Changelog

🆑 Quill

  • fix: Fixed station pets not being revivable via defibrillators.
<!-- Link definitions, do not edit --> [guidelines]: https://docs.spacestation14.com/en/general-development/codebase-info/pull-request-guidelines.html [ruleset]: https://rules.byrdstation.space/#h.vigrxrnffwji ## Short description I looked at the original source of where softcrits came from and found a PR which fixes mobs not being revivable via defibs. https://github.com/Mira-Sector/space-station-14/pull/100/changes/923e40d9cf13920847f670144d15e39c030befe1 ## Warning PLEASE PLEASE PLEASE **TEST** THIS. I am **not** good when it comes to anything med related, nor it's codebase, so I'm not sure if this breaks anything. ## Why we need to add this Kinda sucks that you can't revive station pets. ## Media (Video/Screenshots) <video src="/attachments/da850d2f-e368-43d3-9f70-96f4729d764a" title="Screencast_20260918_180457" controls></video> ## Checklist - [ ] I do not require assistance to complete the PR. - [x] I have verified that the changes work before posting/requesting review of my PR. - [x] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [x] I have read the [Pull Request and Changelog Guidelines][guidelines] and [Byrd Station's Contributor Ruleset][ruleset]. ### Ingame Changelog :cl: Quill - fix: Fixed station pets not being revivable via defibrillators.
Re-allowed mobs to revive by defibbing them
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f741b0deba
@ -26,3 +26,3 @@
{
MobState.Alive,
MobState.HardCritical, //Funky
MobState.Critical, //Funky
Owner

I think it would be better to solve this by adding soft crit to non-humanoids. I cannot think of a reason for them to not have it.

I think it would be better to solve this by adding soft crit to non-humanoids. I cannot think of a reason for them to not have it.
Author
Member

What'd be the best place to put that in?

Maybe this? Resources/Prototypes/Entities/Mobs/NPCs/simplemob.yml:

  - type: MobState
    allowedStates:
    - Alive
    - SoftCritical
    - HardCritical
    - Dead
What'd be the best place to put that in? Maybe this? `Resources/Prototypes/Entities/Mobs/NPCs/simplemob.yml`: ```yml - type: MobState allowedStates: - Alive - SoftCritical - HardCritical - Dead ```
Owner

Allowed states for a lot of non-humanoid entities are just the default values definite in the MobStateComponent. So you could just modify that one or put it in MobDamageable. A fair amount of work will likely have to be done to give critters soft crit, so you can say what you think about this too.

Allowed states for a lot of non-humanoid entities are just the default values definite in the `MobStateComponent`. So you could just modify that one or put it in `MobDamageable`. A fair amount of work will likely have to be done to give critters soft crit, so you can say what you think about this too.
EchoOfNothing marked this conversation as resolved
EchoOfNothing left a comment

LGTM. Thank you for your contribution!

LGTM. Thank you for your contribution!
byrdbot referenced this pull request from a commit 2026-09-24 18:11:09 +00:00
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