diff --git a/Content.Server/Body/Components/BloodstreamComponent.cs b/Content.Server/Body/Components/BloodstreamComponent.cs index 9ba2ea314f..5b3974a7a0 100644 --- a/Content.Server/Body/Components/BloodstreamComponent.cs +++ b/Content.Server/Body/Components/BloodstreamComponent.cs @@ -71,7 +71,7 @@ namespace Content.Server.Body.Components /// How much blood needs to be in the temporary solution in order to create a puddle? /// [DataField("bleedPuddleThreshold")] - public FixedPoint2 BleedPuddleThreshold = 10.0f; + public FixedPoint2 BleedPuddleThreshold = 5.0f; /// /// A modifier set prototype ID corresponding to how damage should be modified diff --git a/Content.Server/Body/Systems/BloodstreamSystem.cs b/Content.Server/Body/Systems/BloodstreamSystem.cs index b0c38dd1ca..4fa653c352 100644 --- a/Content.Server/Body/Systems/BloodstreamSystem.cs +++ b/Content.Server/Body/Systems/BloodstreamSystem.cs @@ -90,7 +90,7 @@ public sealed class BloodstreamSystem : EntitySystem component.ChemicalSolution.MaxVolume = component.ChemicalMaxVolume; component.BloodSolution.MaxVolume = component.BloodMaxVolume; - component.BloodTemporarySolution.MaxVolume = component.BleedPuddleThreshold * 2; // give some leeway + component.BloodTemporarySolution.MaxVolume = component.BleedPuddleThreshold * 4; // give some leeway, for chemstream as well // Fill blood solution with BLOOD _solutionContainerSystem.TryAddReagent(uid, component.BloodSolution, component.BloodReagent, @@ -168,8 +168,11 @@ public sealed class BloodstreamSystem : EntitySystem var newSol = component.BloodSolution.SplitSolution(-amount); component.BloodTemporarySolution.AddSolution(newSol); - if (component.BloodTemporarySolution.MaxVolume > component.BleedPuddleThreshold) + if (component.BloodTemporarySolution.CurrentVolume > component.BleedPuddleThreshold) { + // Pass some of the chemstream into the spilled blood. + var temp = component.ChemicalSolution.SplitSolution(component.BloodTemporarySolution.CurrentVolume / 10); + component.BloodTemporarySolution.AddSolution(temp); _spillableSystem.SpillAt(uid, component.BloodTemporarySolution, "PuddleBlood", false); component.BloodTemporarySolution.RemoveAllSolution(); }