Synth repair bays reactivate fully healed synths#12144
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Detective-Google wants to merge 3 commits intocmss13-devs:masterfrom
Open
Synth repair bays reactivate fully healed synths#12144Detective-Google wants to merge 3 commits intocmss13-devs:masterfrom
Detective-Google wants to merge 3 commits intocmss13-devs:masterfrom
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realforest2001
previously approved these changes
Apr 26, 2026
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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Conflicts have been resolved. A maintainer will review the pull request shortly. |
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About the pull request
This pull request makes it so that a synth repair bay reactivates the synthetic inside it, if it is dead, once they have been fully healed. It follows the same general rules on when a revival can happen as a reset key/defib otherwise.
Explain why it's good for the game
The synthetic repair bay is the 'proper' way to handle damage, both internal and external, for a synthetic, it is capable of repairing both severe external damage as well as specific damage to their internals including those as delicate as the 'brain' It seems to me then, in contrast, the reset key is the 'in the field, good enough' emergency option for a disabled synthetic, whereas the repair bay can do a proper restart.
The repair bay is also a very slow, albeit thorough way to repair a synthetic, so it is a tradeoff between using the restart key to revive them immediately, or waiting for the repair bay to do it when time is not of the essence.
Testing Photographs and Procedure
Screenshots & Videos
test video
https://streamable.com/zojm9j
Changelog
🆑
add: Synth repair bays can now reactivate fully repaired dead synths.
/:cl: