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Cobbychem: A Separate Thread

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Re: Cobbychem: A Separate Thread

Postby CPTANT » Wed Sep 25, 2019 9:12 am #516656

Anonmare wrote:Please for the love of God, increase the healing rate on tend wounds, it is agonisingly slow even in ideal conditions


Ideal conditions would be experimental tend wounds with alien surgery tools, which I can assure you is quite fast.



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Re: Cobbychem: A Separate Thread

Postby Dr_bee » Wed Sep 25, 2019 11:15 am #516665

CPTANT wrote:
carlarc wrote:
CPTANT wrote:I just want something that is useful for when you have about 0-20 damage that is easy to use and make.


i have decided to retroactively implement your suggestion through irony magic: you can now quickly heal small amounts of health via eating warm donkpockets with omnizine, healthy foods with vitamin, food in general with nutriment, and a new chem called 'granibitaluri' that tops off low amounts of health, included by default as 60% of most mixes in medbay such as aiuri/libital sprays, syriniver syringes, and normal patches.

also libital and aiuri are excellent for small damage healing, a single patch or spray will never harm you enough to do anything of any real amount, unless you like, forgot you welded open 3 walls before taking an aiuri pill


Food in general pretty sucks for healing. With the exception of warm donkpockets yes.

Granibitaluri is way too hard to craft for something that has such abysmal healing. I requires several heating steps and 4 layers of subcrafting.


Granibitaluri isnt supposed to be made, it is a filler chem for the meds in medkits so people dont use more of the cat2 chems than needed. before the dosages were too much and people ended up going blind or killing their liver after using 2 patches.

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Re: Cobbychem: A Separate Thread

Postby L_Nacho_Chaos_L » Wed Sep 25, 2019 4:24 pm #516694

Seriously please rename chems back to what they used to be called, the new names are just stupid.

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Re: Cobbychem: A Separate Thread

Postby CPTANT » Wed Sep 25, 2019 6:19 pm #516705

Dr_bee wrote:
CPTANT wrote:
carlarc wrote:
CPTANT wrote:I just want something that is useful for when you have about 0-20 damage that is easy to use and make.


i have decided to retroactively implement your suggestion through irony magic: you can now quickly heal small amounts of health via eating warm donkpockets with omnizine, healthy foods with vitamin, food in general with nutriment, and a new chem called 'granibitaluri' that tops off low amounts of health, included by default as 60% of most mixes in medbay such as aiuri/libital sprays, syriniver syringes, and normal patches.

also libital and aiuri are excellent for small damage healing, a single patch or spray will never harm you enough to do anything of any real amount, unless you like, forgot you welded open 3 walls before taking an aiuri pill


Food in general pretty sucks for healing. With the exception of warm donkpockets yes.

Granibitaluri is way too hard to craft for something that has such abysmal healing. I requires several heating steps and 4 layers of subcrafting.


Granibitaluri isnt supposed to be made, it is a filler chem for the meds in medkits so people dont use more of the cat2 chems than needed. before the dosages were too much and people ended up going blind or killing their liver after using 2 patches.


Well that only makes it even less fitting to my description, doesn't it?

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Re: Cobbychem: A Separate Thread

Postby Anonmare » Thu Sep 26, 2019 3:37 am #516805

CPTANT wrote:
Anonmare wrote:Please for the love of God, increase the healing rate on tend wounds, it is agonisingly slow even in ideal conditions


Ideal conditions would be experimental tend wounds with alien surgery tools, which I can assure you is quite fast.

I refer to the basic tend wounds with normal tools, which is what you'll be doing 90% of the time because operating tables+computers are at a premium with space, and willingless to make more, being the limiting factor.

The basic tend wounds surgery only heals 5 brute per successful interaction (on unclothed patients, clothed patients only heal a measly 2.5. Dead people heal even LESS so it's often not even good for getting people in defib range.) which is far too low in my honest opinion. Bruise packs and ointment heal more than that and don't take so much faffing about so of course nobody wants to willingly submit to the surgery.

To be perfectly honest, I have half a mind to remove the healing loss from clothing and up the heals to 10. It should be competitive with bruise packs and ointments, especially if we're removing the latter.
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Re: Cobbychem: A Separate Thread

Postby Calomel » Thu Sep 26, 2019 7:11 am #516828

Anonmare wrote: Snip


In one of the rounds I played recently as doctor, our captain got shot to hell. He was brought to medical and I decided to do the healing/defib
because cloner was kind of busy. Captain had 200 Brute damage; i declothed, put on stasis bed, started bruise surgery.

I took easily 10 minutes getting it down to less than 100. Now, after this I tried defibbing, and it didn't work: His heart was too damaged.
I had to wait for another perosn to pass me a replacement heart from science, move him to the other surgery area that had all the tools,
replace heart, defib again. After this, blood was too low and he was constantly suffocating; had to go grab an A- blood pack and use the IV.
(The clothes were on the way so getting the drag on the captain to get teh IV working was a disaster). After blood was restored, finally cap
was good again. I took half an hour to heal one guy from death. He was, understandably, VERY angry.

The method of surgery is way too slow. Had I been more careful, I would have done the blood earlier, but I needed him on the stasis
bed because of brute damage. i couldn't do all the steps I wanted at once, and I am glad that some other guy was able to go to sci
to get another heart, if not cap would have been there for far longer. My decision to avoid cloning was, in any respect, a bad one,
and not only that, but it clogged medical with people waiting. Have you all been in a similar situation?
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Re: Cobbychem: A Separate Thread

Postby NecromancerAnne » Thu Sep 26, 2019 9:26 am #516839

Tend wounds is good when upgraded but it's a pain to get operating computers into areas where you want to do surgery. I feel like a smart idea might be for medical to construct up hallway operating tables and computers to utilize if you want to quickly treat people.

I'm actually pretty happy even with baseline tend wounds. It's really good for recovering bodies for defibbing.

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Re: Cobbychem: A Separate Thread

Postby deedubya » Fri Sep 27, 2019 1:34 am #516969

Calomel wrote:
Anonmare wrote: Snip


In one of the rounds I played recently as doctor, our captain got shot to hell. He was brought to medical and I decided to do the healing/defib
because cloner was kind of busy. Captain had 200 Brute damage; i declothed, put on stasis bed, started bruise surgery.

I took easily 10 minutes getting it down to less than 100. Now, after this I tried defibbing, and it didn't work: His heart was too damaged.
I had to wait for another perosn to pass me a replacement heart from science, move him to the other surgery area that had all the tools,
replace heart, defib again. After this, blood was too low and he was constantly suffocating; had to go grab an A- blood pack and use the IV.
(The clothes were on the way so getting the drag on the captain to get teh IV working was a disaster). After blood was restored, finally cap
was good again. I took half an hour to heal one guy from death. He was, understandably, VERY angry.

The method of surgery is way too slow. Had I been more careful, I would have done the blood earlier, but I needed him on the stasis
bed because of brute damage. i couldn't do all the steps I wanted at once, and I am glad that some other guy was able to go to sci
to get another heart, if not cap would have been there for far longer. My decision to avoid cloning was, in any respect, a bad one,
and not only that, but it clogged medical with people waiting. Have you all been in a similar situation?

This isn't a failure of the system, this is you failing in triage. You didn't have upgraded/experimental TW and/or tools, didn't have replacement organs on hand for the clearly damaged heart(medical scanner tells you the state of organs), then proceeded to try to fix his body on a stasis bed rather than a surgical table. At that point, the most effective method of resuscitation would have been to use the cloner or botany pod, given that you were underequipped to deal with the issue normally.

Sometimes you can't solve every problem the way you want to, that's just tough shit and part of this game.
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Re: Cobbychem: A Separate Thread

Postby Cobby » Fri Sep 27, 2019 10:57 pm #517132

Sandshark808 wrote:
Anonmare wrote:This is off topic but I want to talk about it. Another thing I feel that medbay suffers from is the dominance of the patch. Patches are just the best means of getting chemicals into somebody, no ifs or buts. Patches aren't blocked by clothing (like pills and syringes are) and can hold more units than bottles and pills. In addition, in the time it takes to apply a patch, a syringe can only inject 5u while a patch dumps its load like a pill does.
I'm probably gonna make more enemies but I feel each application method should be different and distinct enough to make using them worthwhile.

Back when we had trekchem there was a distinct difference between in-blood and on-skin applications of drugs, where some had to be applied on skin with a medical sprayer to avoid ODing people. It's almost like the chem changes weren't very well thought out.


name the chems. Stypic/SS used patches, charcoal used syringe.

I don't think I added any patch-specific chems but I did keep thia (syriniver) which requires injection.
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Re: Cobbychem: A Separate Thread

Postby Cobby » Fri Sep 27, 2019 10:58 pm #517133

TW (((recently))) got buffed, when you say it's low do you mean post that buff?
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Re: Cobbychem: A Separate Thread

Postby deedubya » Fri Sep 27, 2019 11:07 pm #517139

Cobby wrote:
Sandshark808 wrote:
Anonmare wrote:This is off topic but I want to talk about it. Another thing I feel that medbay suffers from is the dominance of the patch. Patches are just the best means of getting chemicals into somebody, no ifs or buts. Patches aren't blocked by clothing (like pills and syringes are) and can hold more units than bottles and pills. In addition, in the time it takes to apply a patch, a syringe can only inject 5u while a patch dumps its load like a pill does.
I'm probably gonna make more enemies but I feel each application method should be different and distinct enough to make using them worthwhile.

Back when we had trekchem there was a distinct difference between in-blood and on-skin applications of drugs, where some had to be applied on skin with a medical sprayer to avoid ODing people. It's almost like the chem changes weren't very well thought out.


name the chems. Stypic/SS used patches, charcoal used syringe.

I don't think I added any patch-specific chems but I did keep thia (syriniver) which requires injection.

I seem to recall charcoal also working in pill form, and syptic/SS working as pills/injections as well for healing over time instead of the instant patch heal.
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Re: Cobbychem: A Separate Thread

Postby Dr_bee » Sat Sep 28, 2019 3:06 am #517233

deedubya wrote:
I seem to recall charcoal also working in pill form, and syptic/SS working as pills/injections as well for healing over time instead of the instant patch heal.


You recall wrong for syptic and silver sulfide. pills and injections would cause toxin damage and would disgust the patient.

Charcoal was also changed before its removal to only be administer-able orally, which was a good change. injecting it would turn it into harmless and useless carbon.

Bring back old charcoal. multiver is not fun to use, and the pills of it you get standard only heal a whopping 2 toxin damage. Charcoals downside was that it purged all chems. If you reduce the toxin healing to .5 or 1 a tick it will be a good overall treatment but not something you want to use for major damage.

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Re: Cobbychem: A Separate Thread

Postby Sandshark808 » Sat Sep 28, 2019 6:57 am #517283

Dr_bee wrote:
deedubya wrote:
I seem to recall charcoal also working in pill form, and syptic/SS working as pills/injections as well for healing over time instead of the instant patch heal.


You recall wrong for syptic and silver sulfide. pills and injections would cause toxin damage and would disgust the patient.

Charcoal was also changed before its removal to only be administer-able orally, which was a good change. injecting it would turn it into harmless and useless carbon.

Bring back old charcoal. multiver is not fun to use, and the pills of it you get standard only heal a whopping 2 toxin damage. Charcoals downside was that it purged all chems. If you reduce the toxin healing to .5 or 1 a tick it will be a good overall treatment but not something you want to use for major damage.

Just give it a low OD threshold where it makes you puke and purge your chems.
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Re: Cobbychem: A Separate Thread

Postby Dr_bee » Sat Sep 28, 2019 1:17 pm #517300

Sandshark808 wrote:
Dr_bee wrote:
deedubya wrote:
I seem to recall charcoal also working in pill form, and syptic/SS working as pills/injections as well for healing over time instead of the instant patch heal.


You recall wrong for syptic and silver sulfide. pills and injections would cause toxin damage and would disgust the patient.

Charcoal was also changed before its removal to only be administer-able orally, which was a good change. injecting it would turn it into harmless and useless carbon.

Bring back old charcoal. multiver is not fun to use, and the pills of it you get standard only heal a whopping 2 toxin damage. Charcoals downside was that it purged all chems. If you reduce the toxin healing to .5 or 1 a tick it will be a good overall treatment but not something you want to use for major damage.

Just give it a low OD threshold where it makes you puke and purge your chems.


charcoal not having an OD was a problem as well. considering you could just shove 100 units of it in you and be basically immune to poisons. capping the amount of damage it can heal would be a good change as well. making activated charcoal the method for healing toxin damage under 20, for minor exposure to plasma and the like.

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Re: Cobbychem: A Separate Thread

Postby SkeletalElite » Tue Oct 08, 2019 5:37 am #518429

Can we get an increase in the amount of actual healing chem instead gran-whateverthefucktherestofthespaghettinameis. When I use a medkit feels like I have to use like every patch to heal my damage because theres like 2 units of actual healing chem in it.

PostThis post was deleted by SkeletalElite on Tue Oct 08, 2019 5:38 am.
Reason: double post

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Re: Cobbychem: A Separate Thread

Postby oranges » Tue Oct 08, 2019 6:45 am #518433

medkits are for healing small bruises and cuts mate
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Re: Cobbychem: A Separate Thread

Postby Anonmare » Thu Oct 10, 2019 4:33 pm #518733

I've used the C2 chems to an extensive degree and here's my thoughts:

Libital is fine, the organ damage is manageable, especially if properly diluted.
Helbital is too incredibly niche to be useful, it only heals brute but it only does so effectively if the patient has non-brute damage, and if they don't it deals toxins. I've had my doctors use it and they agree, it's useless in all but the most situational of situations, there's almost never a time where someone has both brute and enough of the other kinds of damage without being dead to make its use worthwhile.
Aiuri, see Libital
Granibitaluriis mostly fine but it has way too many steps to make for its effect. Would rather just dilute medicine in water than use it as my dilutent.
Multiver is kind of trash, nobody uses it if they have a choice. It's self-purging, which means you need to use an entire bottle to get any worthwhile effect. I know you're supposed to use it with other medicines but why would I waste more medicine on unnecessary treatments? Remove its purging, both self and others, keep its benefit from combining treatments and it'd see a lot more use, especially with cryo where that is the default goal.
Fiziver is much better than Multiver but the OD threshold makes it tricky to use in a pure state. Diluted, it's much more manageable, no complaints with it.
Syriniver is a very powerful anti-toxin, even better than pentetic, but trying to use it outside of a diluted IV is a fool's errand. Would see more use if medbay had some IV bags roundstart as the secret of plastic making seems to be lost to time.
Tirimol is something I only saw used once, surpisingly. best combined with a stimulant like epinephrine or the likes as a dilutant to counteract the stamina damage. Poor mid-combat use, great stabilizer for critical condition.
Convermol is something that desperately needs to be diluted in the O2 kit syringes. A full syringe for someone with severe O2 loss inflicts a major amount of tox damage. Would recommend replacing them, and mediborg's chem, with Tirimol as these syringes are potentially fatally toxic to a high O2 loss sufferer.

Trophazole is fine, decent for low brute by itself. Best used as pills for the tide to munch one between mouthful of donk pocket. Not recommended for doctor use.
Rhigoxane is good, but its additional beneficial effect will see rare use as vapour applicators aren't widespread and without research potentially non-existent. Recommend tiny hand sprayers to be available at roundstart so that it's additional bonus sees the light of day outside burn kits.
Instabitaluri is an odd duck. It's useful certainly but I never see it used because of that toxin damage conversion and the low prevelance of effective anti-toxin treatment is a downer.

Minor requests: A grinder to medbay backroom. I often want to use the medical gels but I have to mess around with water dissolving and time consumingly adding pills to the mix, having a straight grinder to put all the pills in to pour the mix into the gels would save time.
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Re: Cobbychem: A Separate Thread

Postby oranges » Thu Oct 10, 2019 10:01 pm #518776

re the grinder, the chem room being mae into a an apocathery for med would fix that anyway wouldn't it (ref time greens changes)
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Re: Cobbychem: A Separate Thread

Postby Dr_bee » Thu Oct 10, 2019 11:52 pm #518789

Instabitaluri doesnt heal enough to be worth a damn outside of body repair. Its toxin conversion needs to be at most 33% of the damage, its current 66% is too much.

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Re: Cobbychem: A Separate Thread

Postby Taraiph » Sun Oct 13, 2019 9:23 pm #519112

I'm not sure this new medbay is worth the effort of learning at this point. Just port baymed over. It'd be less of a hassle than trying to get the fucking janitor to stop for two minutes so I can use unupgraded surgery because AI wanted a shell.

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Re: Cobbychem: A Separate Thread

Postby oranges » Sun Oct 13, 2019 9:37 pm #519113

go play on bay then
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Re: Cobbychem: A Separate Thread

Postby Timonk » Sun Oct 13, 2019 10:17 pm #519119

oranges wrote:go play on bay then

Can you stop shitposting and give good feedback
Aw man
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Re: Cobbychem: A Separate Thread

Postby Sandshark808 » Sun Oct 13, 2019 10:21 pm #519120

Timonk wrote:
oranges wrote:go play on bay then

Can you stop shitposting and give good feedback

You already know the answer to that question.
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Re: Cobbychem: A Separate Thread

Postby oranges » Tue Oct 15, 2019 1:19 am #519259

Timonk wrote:
oranges wrote:go play on bay then

Can you stop shitposting and give good feedback

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Re: Cobbychem: A Separate Thread

Postby Timonk » Tue Oct 15, 2019 6:50 am #519308

oranges wrote:
Timonk wrote:
oranges wrote:go play on bay then

Can you stop shitposting and give good feedback

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Gay sex
Aw man
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