Re: Chemistry macros
Posted: Wed Jan 10, 2018 2:44 am
Bottom post of the previous page:
MRTY did the PR though, not goof.Bottom post of the previous page:
MRTY did the PR though, not goof.>kevinz saying not to argue with goof because he wont listenoranges wrote:What in the christ are you talking about.Deitus wrote:the only funny (sad) thing is that head/admins constantly let you get away with this, but thats par for the course ive come to realize
Nowhere in your inconsistent fumbling rants, have you identified anyone even remotely responsible for `letting goof get away with`
jesus christ, do you have brain damage?
It's called stealing the space cleaner bottle at round start.Floiven wrote:Another option that I recall someone mentioning was making a larger container (like a stationary cauldron or something) that would allow you to mix larger amounts of chems at once, that would effectively allow for mass production of needed things while cutting down the steps as well.
Just recalled there being one in the med break room. Good idea.yorii wrote:It's called stealing the space cleaner bottle at round start.Floiven wrote:Another option that I recall someone mentioning was making a larger container (like a stationary cauldron or something) that would allow you to mix larger amounts of chems at once, that would effectively allow for mass production of needed things while cutting down the steps as well.
goof continues to be terrible and those who should be keeping him in check continue to roll over and let him, give him wrist slaps, or outright defend him. thats all i really need to know about coderbus and the administration.Kor wrote: You have no idea what you're talking about in any of your posts
Fwoosh alt?Deitus wrote:goof continues to be terrible and those who should be keeping him in check continue to roll over and let him, give him wrist slaps, or outright defend him. thats all i really need to know about coderbus and the administration.Kor wrote: You have no idea what you're talking about in any of your posts
Some stations have two in medbayFloiven wrote: Just recalled there being one in the med break room. Good idea.
>he's posting mean things at me, why won't the administration do anythingDeitus wrote:goof continues to be terrible and those who should be keeping him in check continue to roll over and let him, give him wrist slaps, or outright defend him. thats all i really need to know about coderbus and the administration.Kor wrote: You have no idea what you're talking about in any of your posts
Memorizing is faster than looking it up? But who cares, both don't come even close to the amount of automation possible with macro's.Luke Cox wrote:You mean people don't just have the wiki article open when they play chem?
i'm tempted to make one to prove a point at this pointCPTANT wrote:I think this also has the same problem as telescience had.
It promotes people developing external tools that will give large advantages when used in game.
How long until someone creates a third party tool that just outputs macro's for all the (available) chemicals you want?
People say memorizing the manual is also external work, but at that at least still forces you to manually mix everything together.
It was a mrty PR. As they were banned by github none of their PRs are visible.CPTANT wrote:What is the original PR that added chemistry macros btw? I can't seem to find it.
We're not too far off from turn-based combat at this point.CPTANT wrote:I think this also has the same problem as telescience had.
It promotes people developing external tools that will give large advantages when used in game.
How long until someone creates a third party tool that just outputs macro's for all the (available) chemicals you want?
People say memorizing the manual is also external work, but at that at least still forces you to manually mix everything together.
I kinda want to do that just to drive a point home.CPTANT wrote:I think this also has the same problem as telescience had.
It promotes people developing external tools that will give large advantages when used in game.
How long until someone creates a third party tool that just outputs macro's for all the (available) chemicals you want?
People say memorizing the manual is also external work, but at that at least still forces you to manually mix everything together.
Hidding merged PR's because the author was banned seems rather.....dumb.TribeOfBeavers wrote:It was a mrty PR. As they were banned by github none of their PRs are visible.CPTANT wrote:What is the original PR that added chemistry macros btw? I can't seem to find it.
Banned by github for having multiple accounts/evading, I believe.CPTANT wrote:Hidding merged PR's because the author was banned seems rather.....dumb.TribeOfBeavers wrote:It was a mrty PR. As they were banned by github none of their PRs are visible.CPTANT wrote:What is the original PR that added chemistry macros btw? I can't seem to find it.
edit: wait they were banned by github themself or just from our repo?
So that just wipes out a part of our PR history?TribeOfBeavers wrote:Banned by github for having multiple accounts/evading, I believe.CPTANT wrote:Hidding merged PR's because the author was banned seems rather.....dumb.TribeOfBeavers wrote:It was a mrty PR. As they were banned by github none of their PRs are visible.CPTANT wrote:What is the original PR that added chemistry macros btw? I can't seem to find it.
edit: wait they were banned by github themself or just from our repo?
basicallyCPTANT wrote:So that just wipes out a part of our PR history?TribeOfBeavers wrote:Banned by github for having multiple accounts/evading, I believe.CPTANT wrote:Hidding merged PR's because the author was banned seems rather.....dumb.TribeOfBeavers wrote:It was a mrty PR. As they were banned by github none of their PRs are visible.CPTANT wrote:What is the original PR that added chemistry macros btw? I can't seem to find it.
edit: wait they were banned by github themself or just from our repo?
You're acting as if chemical recipes were hard to memorize. For some odd reason, the deadliest chems are super easy to mix as well.CPTANT wrote:How long until someone creates a third party tool that just outputs macro's for all the (available) chemicals you want?
It has already been reworked, dispensers are now upgradeable and the roundstart components can only dispense 5u of any reagent. You need to get femtomanipulators for most of the more advanced macros to properly work.Denton wrote:You're acting as if chemical recipes were hard to memorize. For some odd reason, the deadliest chems are super easy to mix as well.CPTANT wrote:How long until someone creates a third party tool that just outputs macro's for all the (available) chemicals you want?
I can't think of a solution other than a rework though, the only thing that slows down an experienced chemist is how much he has to interact with laggy TGUI.
Even if you memorize the recipes (which you can only do for a select few) than mixing things together still took considerably longer than just instant macro.Denton wrote:You're acting as if chemical recipes were hard to memorize. For some odd reason, the deadliest chems are super easy to mix as well.CPTANT wrote:How long until someone creates a third party tool that just outputs macro's for all the (available) chemicals you want?
I can't think of a solution other than a rework though, the only thing that slows down an experienced chemist is how much he has to interact with laggy TGUI.
What do you mean by that because the medbay mains QQ'd about being forever reliant on chemistry.Bluespace wrote:despite macros being in the game, chemistry is still as fucking useless as ever.
>check smartfridgeCobby wrote:What do you mean by that because the medbay mains QQ'd about being forever reliant on chemistry.Bluespace wrote:despite macros being in the game, chemistry is still as fucking useless as ever.
I meant as in there is no real difficulty to chemistry, only memorizing recipes and what each reagent is good for. Unlike mining where you fight fauna, security where you wrangle the clown etc.yorii wrote:It has already been reworked, dispensers are now upgradeable and the roundstart components can only dispense 5u of any reagent. You need to get femtomanipulators for most of the more advanced macros to properly work.
Well, chemistry is after all the go-to role for new players and which is also recommended by the wiki for beginners, I think they are basically meant to be living chemical dispensers for a good reason.Denton wrote:I meant as in there is no real difficulty to chemistry, only memorizing recipes and what each reagent is good for. Unlike mining where you fight fauna, security where you wrangle the clown etc.yorii wrote:It has already been reworked, dispensers are now upgradeable and the roundstart components can only dispense 5u of any reagent. You need to get femtomanipulators for most of the more advanced macros to properly work.
That was during the change to sleepers, how can every single one of your posts on these topics be so completely off baseCobby wrote:What do you mean by that because the medbay mains QQ'd about being forever reliant on chemistry.Bluespace wrote:despite macros being in the game, chemistry is still as fucking useless as ever.
Game changes can't be compartmentalized and they have potential effects in other areas (in this situation, the change to sleepers made chemistry more reliant).Shaps-cloud wrote:That was during the change to sleepers, how can every single one of your posts on these topics be so completely off baseCobby wrote:What do you mean by that because the medbay mains QQ'd about being forever reliant on chemistry.Bluespace wrote:despite macros being in the game, chemistry is still as fucking useless as ever.
Personally it's a bit odd to give "newbies" the job of chemistry when they can't even apply the chems correctly as MD. To me, it would make sense to make MD the newbie job as it has been rather then Chemistry, which requires MD knowledge to know how to be effective (besides copypasta of the wiki ofc).yorii wrote:Well, chemistry is after all the go-to role for new players and which is also recommended by the wiki for beginners, I think they are basically meant to be living chemical dispensers for a good reason.Denton wrote:I meant as in there is no real difficulty to chemistry, only memorizing recipes and what each reagent is good for. Unlike mining where you fight fauna, security where you wrangle the clown etc.yorii wrote:It has already been reworked, dispensers are now upgradeable and the roundstart components can only dispense 5u of any reagent. You need to get femtomanipulators for most of the more advanced macros to properly work.
What if we made a role for new players where they could assist players in more complex roles and learn from them and assist with various errands and tasks. We could call them "assistants" to keep it simple.Cobby wrote:Personally it's a bit odd to give "newbies" the job of chemistry when they can't even apply the chems correctly as MD. To me, it would make sense to make MD the newbie job as it has been rather then Chemistry, which requires MD knowledge to know how to be effective (besides copypasta of the wiki ofc).