Chemical Rebalancening 2, The necromancers chemistry
- oranges
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Chemical Rebalancening 2, The necromancers chemistry
https://tgstation13.org/phpBB/viewtopic.php?f=10&t=5192
I am going to see this through to the merge since people liked it.
I am going to see this through to the merge since people liked it.
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Re: Chemical Rebalancening 2, The necromancers chemistry
Is xhuis okay
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Re: Chemical Rebalancening 2, The necromancers chemistry
I think Xhuis just kinda burned out. The vitriol the playerbase gave him for a lot of the things he did seems like it wore on him.
Gonna go with a solid no, but he'll be fine. Might not play for a long time.
Gonna go with a solid no, but he'll be fine. Might not play for a long time.
Spoiler:
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Re: Chemical Rebalancening 2, The necromancers chemistry
can we get the Epin fixed to Lumi's suggestion, or at least put the 'heals anytime you're in crit' on atropine since it's a more expensive [and honestly lesser quality] Epinephrine anyways?
also get better soon Xhuis
also get better soon Xhuis
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Re: Chemical Rebalancening 2, The necromancers chemistry
Atropine will be the ghetto chemist's secret weapon of mass healing.
I tried it with current mechancs but unfortunately it doesn't work.
After this however, you'll be able to fully heal someone if you're willing to take the time.
For example: Random pleb has 60 burn damage. You choke him out till he goes to crit, then atropine him.
You keep him choked enough that the oxy damage keeps him in crit while the atropine heals off the burn.
Once all the burn is healed, you can simply cpr to remove the oxy damage and bring him out of crit, up to full health.
This will like never be used, but it's a neat little thing.
Also looking at the code, epinephrine already heals at any level in crit? Or am I looking at it wrong?
Edit: Wait, what the fuck, whenI look in the code it shows it as though these changes are already merged, wat? (rez healing all clone damage, epi working at all crit levels etc), Am I somehow looking at your branch instead of the master, or what?
Edit 2: Oh, Dunca speed merged Orange's PR, I see.
I tried it with current mechancs but unfortunately it doesn't work.
After this however, you'll be able to fully heal someone if you're willing to take the time.
For example: Random pleb has 60 burn damage. You choke him out till he goes to crit, then atropine him.
You keep him choked enough that the oxy damage keeps him in crit while the atropine heals off the burn.
Once all the burn is healed, you can simply cpr to remove the oxy damage and bring him out of crit, up to full health.
This will like never be used, but it's a neat little thing.
Also looking at the code, epinephrine already heals at any level in crit? Or am I looking at it wrong?
Edit: Wait, what the fuck, whenI look in the code it shows it as though these changes are already merged, wat? (rez healing all clone damage, epi working at all crit levels etc), Am I somehow looking at your branch instead of the master, or what?
Edit 2: Oh, Dunca speed merged Orange's PR, I see.
Last edited by lumipharon on Tue Nov 17, 2015 2:36 am, edited 3 times in total.
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Re: Chemical Rebalancening 2, The necromancers chemistry
Epinephrine now always heals in crit, instead of in a health range.
Spoiler:
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Re: Chemical Rebalancening 2, The necromancers chemistry
it was merged
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Re: Chemical Rebalancening 2, The necromancers chemistry
This is something I'd personally rather see than 'here take this patch' and let them run off.For example: Random pleb has 60 burn damage. You choke him out till he goes to crit, then atropine him.
You keep him choked enough that the oxy damage keeps him in crit while the atropine heals off the burn.
Once all the burn is healed, you can simply cpr to remove the oxy damage and bring him out of crit, up to full health.
Plus Ghetto heals like that and shower-cryo are really cool. Would also make chemists viable ling-transforms, as you could get away with choking someone for 'atropine healing'.
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Re: Chemical Rebalancening 2, The necromancers chemistry
That's because patches are awful and infintely worse then the bicard/tricord/DD spam that it was supposed to "fix".
I just wish more base chemicals (potassium via bananas, stable plasma via misc new SCIENCE plant, other chem dispenser chems from whatever) were available outside chemistry - mainly via botany.
Botany could so easily be a fantastic ghetto chem lab, since they have access to a condimaster or whatever their version is called, a grinder, and can use any fire source as a makeshift chem heater.
I just wish more base chemicals (potassium via bananas, stable plasma via misc new SCIENCE plant, other chem dispenser chems from whatever) were available outside chemistry - mainly via botany.
Botany could so easily be a fantastic ghetto chem lab, since they have access to a condimaster or whatever their version is called, a grinder, and can use any fire source as a makeshift chem heater.
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Re: Chemical Rebalancening 2, The necromancers chemistry
Man, I need a copper producing plant so badly.lumipharon wrote:That's because patches are awful and infintely worse then the bicard/tricord/DD spam that it was supposed to "fix".
I just wish more base chemicals (potassium via bananas, stable plasma via misc new SCIENCE plant, other chem dispenser chems from whatever) were available outside chemistry - mainly via botany.
Botany could so easily be a fantastic ghetto chem lab, since they have access to a condimaster or whatever their version is called, a grinder, and can use any fire source as a makeshift chem heater.
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Re: Chemical Rebalancening 2, The necromancers chemistry
hmmmm buffing morphine seem rather dangerous, since it is already very good.
Also has smoke ever been buffed again since it was mercilessly nerfed? That's one of the things that chemistry really needs, nobody uses grenades anymore.
Also has smoke ever been buffed again since it was mercilessly nerfed? That's one of the things that chemistry really needs, nobody uses grenades anymore.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Chemical Rebalancening 2, The necromancers chemistry
it was on goofs agenda, maybe he'll get to it.
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Re: Chemical Rebalancening 2, The necromancers chemistry
Mutate Poppies into Coppies when.newfren wrote:Man, I need a copper producing plant so badly.lumipharon wrote:That's because patches are awful and infintely worse then the bicard/tricord/DD spam that it was supposed to "fix".
I just wish more base chemicals (potassium via bananas, stable plasma via misc new SCIENCE plant, other chem dispenser chems from whatever) were available outside chemistry - mainly via botany.
Botany could so easily be a fantastic ghetto chem lab, since they have access to a condimaster or whatever their version is called, a grinder, and can use any fire source as a makeshift chem heater.
Also we need a rose plant so people can give flowers to their ERP friend. For bonus points, make its mutated version a ruse, which changes someone's voice temporarily when pricked by its thorns.
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Re: Chemical Rebalancening 2, The necromancers chemistry
>ruse plant
Fund it.
Also seriously, add more generic chemicals to various plants (especially some of the literally useless ones). If botany could actually be ghetto chemistry, it would be 50 times more interesting.
Fund it.
Also seriously, add more generic chemicals to various plants (especially some of the literally useless ones). If botany could actually be ghetto chemistry, it would be 50 times more interesting.
- Tokiko2
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Re: Chemical Rebalancening 2, The necromancers chemistry
Styptic and Silver sulf don't seem to heal damage when being applied anymore. The only thing left is the slow overtime heal, is this intended?
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