Fixed a major surgery exploit where players could bypass installation limits (maxInstall) by manipulating "ghost" items and cancelling surgery queues.
Installation limits are now strictly enforced both during item placement and surgery execution.
Attribute & Performance Fixes:
Resolved the "Sticky Attributes" bug: Fixed an issue where attribute modifiers (Health, Speed, Attack Damage, etc.) would remain on the player even after the corresponding cyberware was removed.
Fixed a "Modifier already applied" crash: Resolved a critical crash occurring during player ticks when recalculating cyberware capacity.
Balance & Logic Adjustments:
Limb Exclusivity: Fixed logic where stackable implants (like Myomer Muscles) were being incorrectly removed due to body part exclusivity.
Compressed Oxygen Implant: Adjusted oxygen refill rates to prevent "infinite air" with only a single implant. It now scales properly with the number of implants installed.
Retractable Claws: Fixed damage bonuses not scaling with stack count.
Hyperoxygenation Boost: Fixed the "flickering" speed effect and enabled proper speed level scaling based on stack count.
Threat Matrix: Fixed the dodging logic to only trigger on physical/projectile attacks (no longer "dodges" fall, fire, or poison damage).
Deployable Wheels: Adjusted step-height values to ensure Salvaged versions still allow stepping over 1-block heights.
Citrate Enhancement: Fully implemented the missing fall damage reduction logic.
HUD & UI:
HUD Logic: Fixed the battery/energy HUD appearing with only a Cyber Eye installed. A HUDjack is now correctly required for internal status displays.
Fixed an issue in the Cyberware Workbench where items could not be extracted manually if they were part of a valid recipe.
World & Spawning:
Blueprint Consumption: Added a new config option to toggle whether Blueprints are consumed upon use in the Workbench (Default: False).
Radar Beacon / Cranial Broadcaster: Revamped the logic for these items. They now correctly boost the spawn rate of cybernetic mobs in the surrounding area instead of attempting to "summon" them directly.
New Config Options:
consumeBlueprints: (Boolean) Set to true if you want Blueprints to be consumed after crafting.