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Med kit rework (fill content, resizing, renaming, etc.) #34762

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K-Dynamic
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@K-Dynamic K-Dynamic commented Jan 30, 2025

About the PR

  • Renamed treatment kits to "X med kit" (e.g. brute med kit, airloss med kit, toxin med kit).
  • Renamed injectors to "Anti-X injector" (e.g. anti-brute auto-injector, anti-airloss auto-injector, anti-poison auto-injector).
  • Increased storage of most med kits (2x4 to 3x4), size unchanged (large)
  • Added medical item whitelist to med kits
  • New fill contents for every med kit, including new chemical bottles and syringes
  • Increased med kit prices to compensate for increased storage and fill
  • New cargo order and crate for first aid med kit
  • Attribution now directly links to /tg/station med kit resprite commit
  • Removed lathe recipe for combat medical kit

New fills

First aid med kit (2x4, large):

  • 2x bruise packs
  • 2x ointments
  • 1x pill canister of seven 10u tricordrazine pills
  • 1x epinephrine syringe
  • 1x epinephrine bottle

Advanced first aid med kit (2x4, large):

  • 2x medicated suture
  • 2x regenerative mesh
  • 1x health analyzer
  • 1x dexalin plus and saline syringe
  • 1x dexalin plus and saline bottle

Brute med kit (2x4, large):

  • 1x medicated suture
  • 2x bruise packs
  • 1x gauze
  • 1x blood pack
  • 2x pill canisters of five 10u bicaridine pills

Burn med kit (2x4, large):

  • 1x regenerative mesh
  • 3x ointments
  • 1x pill canister of seven 10u kelotane pills
  • 1x pill canister of five 10u dermaline pills
  • 1x sigynate syringe

Airloss med kit (2x4, large):

  • 1x emergency oxygen tank
  • 1x emergency nitrogen tank
  • 2x medical masks
  • 1x dexalin syringe
  • 1x dexalin bottle
  • 1x pill canister of seven 10u dexalin pills
  • 1x inaprovaline syringe
  • 1x inaprovaline bottle
  • 1x pill canister of seven 10u inaprovaline pills

Toxin med kit (2x4, large):

  • 1x ethylredoxrazine syringe
  • 1x ethylredoxrazine bottle
  • 2x anti-poison auto-injectors
  • 1x pill canister of five 10u dylovene pills
  • 1x pill canister of five 10u charcoal pills

Radiation med kit (2x4, large):

  • 1x Geiger counter
  • 1x phalanximine syringe
  • 2x anti-rad auto-injectors
  • 1x pill canister of seven 10u potassium iodide pills
  • 1x pill canister of seven 10u hyronalin pills

Combat med kit (2x2, normal):

  • 1x medicated suture
  • 1x regenerative mesh
  • 1x ephedrine syringe
  • 1x dexalin plus and saline syringe
  • 1x anti-brute auto-injector
  • 1x anti-burn auto-injector

Why / Balance

Makes med kit contents closer to /tg/station and listinv fills (#19362) by increasing the shape and storage from 2x4 to 3x4, as current med kits are emptied after treating one or two patients. Most maps also never increased the number of med kits in medical storerooms despite the reduction in inventory; it would be easier to modify the fill than map extra kits. Some med kits are 'underpowered' in their current state, with blood bags or tricordrazine pills being left behind.

The advanced first aid med kit no longer has blood packs, instead being replaced with a potent syringe and bottle mix of dexalin plus and saline. The kit also comes with a health analyzer to scan for injuries, making it much better overall than the first aid med kit.

The former oxygen deprivation treatment kit did not provide nitrogen (obvious) and would be looted for the emergency pen. Rather than create a new nitrogen deprivation kit and add extra mapping workload, the new airloss med kit provides both nitrogen and oxygen for all crew members. The emergency pen has been replaced with extra dexalin and inaprovaline to treat multiple crew members suffering from asphyxiation.

The Geiger counter has been added back to the radiation med kit, while ipecac has been removed from the toxin med kit as charcoal is better overall (both in-game and in real life).

The poison auto-injector could be mistaken for actual poison and was renamed to anti-poison auto-injector. Other injectors were renamed to follow the same prefix convention.

The combat med kit is better than other med kits as it stores more space than it occupies (2x4 storage, 2x2 space), causing players to prioritise printing combat med kits over other med kits. The lathe recipe for the combat med kit has been removed to reduce powergaming, while retaining its properties for antagonists and CMOs that begin with it.

Technical details

yml and rsi changes

Media

New med kit sizes and fills

Outdated: sizes and contents updated
image

image

Airloss med kit resprite

Outdated: resprite reverted

New med kit cargo prices

Outdated: advanced first aid med kit costs 2000 spesos
image

Requirements

Breaking changes

N/A

Changelog

🆑

  • tweak: Several treatment kits renamed to "X med kit" (e.g. brute med kit, airloss med kit, toxin med kit).
  • tweak: Several injectors renamed to "Anti-X injector" (e.g. anti-brute auto-injector, anti-airloss auto-injector, anti-poison auto-injector).
  • tweak: Storage of most med kits increased from 2x4 to 3x4, large size unchanged.
  • tweak: Med kits now have a medical item whitelist.
  • tweak: First aid, advanced first aid, brute, burn, airloss, toxin, radiation, and combat med kits have new fills that increase their healing efficacy.
  • tweak: Brute, burn, airloss med kits now cost 1000 spesos. Toxin and radiation med kits now cost 800 spesos. Advanced first aid med kits now cost 2000 spesos.
  • add: The first aid kit can now be ordered individually from cargo at 1000 spesos.
  • remove: Removed combat med kit recipe from medical techfab.

@github-actions github-actions bot added S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. Changes: No C# Changes: Requires no C# knowledge to review or fix this item. Changes: Sprites Changes: Might require knowledge of spriting or visual design. size/M Denotes a PR that changes 100-999 lines. labels Jan 30, 2025
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github-actions bot commented Jan 30, 2025

RSI Diff Bot; head commit 47bd3a4 merging into d531a9d
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:
Edit: diff updated after 47bd3a4

@K-Dynamic
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K-Dynamic commented Jan 30, 2025

A few things:

  • I originally reduced pill canister storage from 10 to 5 pills but will open a separate PR for it.
  • Lack of emergency medipens will have an impact on balance but they didn't really 'fit' anywhere. I might consider making a new cargo order to purchase medipens.
  • Overall changes will have an impact on medical balance and crew healing against antagonists, I don't really have any opinions on it though.
  • I was asked to consider 2x4 shape for all med kits with 3x4 storage, I'm not sure about this currently.
  • Airloss med kit might need to be split between nitrogen and oxygen variants (especially if they spawn in both emergency closets) but this might be considered bloat.
  • Airloss med kit sprite sucks because I don't know how to draw lungs, so I just drew a line and hoped people could see 'N' in the middle of the O.

- id: PillCanisterPotassiumIodide
- id: PillCanisterHyronalin
- id: GeigerCounter
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Geiger counter for treatment?

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I think at some point we might track radiation contamination on objects so it's worth having or now (maybe in like 5 years).

I could remove it but then the medkit would seem strangely empty.

@NoElkaTheGod
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I was asked to consider 2x4 shape for all med kits with 3x4 storage, I'm not sure about this currently.

While some people say that "tardis bad" (and not really bother to prove it), i'd say that medkits are absolutely useless to carry around, if their shape is the same as their storage, except for carrying them in your hands or a crate, which doesn't happen all that often. Also why on earth does combat medkit do that, yet all the others don't?

@Thatonestomf
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I recommend readding the tricord pills to the normal first aid kit. They really do help when dealing with minor poison or mixed damage types to save on topicals.

Also I would assume compared to having a medkit filled with topicals and just having them loose in your bag, the medkit would be a lot more space efficient

@ArtisticRoomba ArtisticRoomba added P3: Standard Priority: Default priority for repository items. S: Needs Review Status: Requires additional reviews before being fully accepted T: Balance Change Type: Balance changes through direct value changes, or changes to mechanics that affect it DB: Beginner Friendly Difficulty: Great for beginners. Unambiguous in scope, and explains how to achieve the result. A: Combat Area: Combat features and changes, balancing, feel A: Medical Area: Medical department, including Chemistry A: Cargo/Salvage Area: Cargo department or Salvage. and removed S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. labels Jan 31, 2025
@superjj18
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If only there was a word that sounded better than anti-poison 🤔

@deltanedas
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antidote? but what is a dote and why is it harmful???

@Aisu9
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Aisu9 commented Jan 31, 2025

30 genetic damage healing with each radiation treatment kits? isn't that a lot considering genetic damage is meant to be hard to treat?(also making that kit the cheapest of the bunch considering rad and genetic "complex" to treat)
anti-brute and anti-burn can be mistaken for injector that increase resistance again said damage types, flesh-mending and flesh-regenerative auto-injector

@Aisu9
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Aisu9 commented Jan 31, 2025

advanced medkit being 1.75 time more expensive but providing 2.0 time more healing than the basic first-aid kit? maybe consider increasing the price to 2500 credits totals to not make purchasing advanced medkit the baseline/mindless obvious only good choice.

@K-Dynamic
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K-Dynamic commented Jan 31, 2025

While some people say that "tardis bad" (and not really bother to prove it), i'd say that medkits are absolutely useless to carry around, if their shape is the same as their storage, except for carrying them in your hands or a crate, which doesn't happen all that often. Also why on earth does combat medkit do that, yet all the others don't?

Also I would assume compared to having a medkit filled with topicals and just having them loose in your bag, the medkit would be a lot more space efficient

I'm open to doing a 2x4 medkit configuration with medical whitelist considering it becomes less space efficient than taking meds separately.

I'm not sure why the combat med kit does this but it's gonna be much rarer for crew anyway.

I recommend readding the tricord pills to the normal first aid kit. They really do help when dealing with minor poison or mixed damage types to save on topicals.

I might remove the gauze or ointment in favour of trico pill canisters.

If only there was a word that sounded better than anti-poison 🤔

antidote? but what is a dote and why is it harmful???

anti-brute and anti-burn can be mistaken for injector that increase resistance again said damage types, flesh-mending and flesh-regenerative auto-injector

I should've named it anti-toxin considering it has ultravasculine, which can heal both poison and radiation damage. I could also change its contents from ultravasculine and epinephrine to diphenhydramine and dylovene in a separate PR.

As for the naming, I don't really see how anti-brute and anti-burn could be mistaken for 'resistance' drugs.

30 genetic damage healing with each radiation treatment kits? isn't that a lot considering genetic damage is meant to be hard to treat?(also making that kit the cheapest of the bunch considering rad and genetic "complex" to treat)

I didn't change the radiation med kit contents much, it has the same phalanxamine syringe as before. Said syringe has to be shared, there's a chance of vomiting out the drug, and it deals equivalent radiation damage. Compare this to a sigynate syringe which heals 90 caustic without any side effects.

(Note the metabolism rate means you're healing 60 genetic rather than 30, since you get 1 genetic healing and 1 radiation damage per 0.5u)

advanced medkit being 1.75 time more expensive but providing 2.0 time more healing than the basic first-aid kit? maybe consider increasing the price to 2500 credits totals to not make purchasing advanced medkit the baseline/mindless obvious only good choice.

2500 spesos is kinda too expensive. I'd probably go 2000 spesos.

@deltanedas
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it's gonna be much rarer for crew anyway.

you can print them for 3 plastic

@Aisu9
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Aisu9 commented Jan 31, 2025

it's gonna be much rarer for crew anyway.

you can print them for 3 plastic

please read the last line of the changelog, the PR also does not include T1/2 biomedical research node for printing

@Nox38
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Nox38 commented Jan 31, 2025

The nomads pack is still the best medkit :godo:

@Aisu9
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Aisu9 commented Jan 31, 2025

2500 spesos is kinda too expensive. I'd probably go 2000 spesos.

this is basic consumable balance design, if T2 heal twice as much as T1 you make it more than twice more expensive.
If it is cheaper or exactly cost twice as much this is still in unbalanced territory, because they are meant to be hard to provide because they were designed to be upgrades via botany and pharmacy working together, not silly slam money on the console because we all know that money isnt a problem

@K-Dynamic
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New updates

Med kits are now size 2x4 with 3x4 storage but have a medical item whitelist
image

image

Replaced gauze inside first aid kit with trico pill canister
image

Advanced first aid med kits now cost 2000 spesos
image

@kosticia
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kosticia commented Feb 2, 2025

Whitelist sucks, I think that items with 2x4 size and 3x4 storage isn't something overpowered. We have coats with 2x2 size and 2x3 storage.

@Aisu9
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Aisu9 commented Feb 2, 2025

Advanced first aid med kits now cost 2000 spesos

this is still making first-aid kit obsolete by providing the best solution at exactly the double the price. also isn't the first-aid kit supposed to have a health analyser inside?

@Aisu9
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Aisu9 commented Feb 3, 2025

Also you need to keep in mind that, T2 topicals were made in mind and design as craftable-only to increase the teamwork value and encourage cross-departement work and cooperation, medical already got a wide change to their chemical supplying that is mostly comming from cargo, will medical REALLY end up being a "go purchase the meds from cargo" departement?

@ArtisticRoomba
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Also you need to keep in mind that, T2 topicals were made in mind and design as craftable-only to increase the teamwork value and encourage cross-departement work and cooperation, medical already got a wide change to their chemical supplying that is mostly comming from cargo, will medical REALLY end up being a "go purchase the meds from cargo" departement?

I don't think they were made in mind to be completely craftable only. A key component of SS14 design is making the non-intended way of achieving something intentionally frictional, while making the intended way of doing something easy and fun, while promoting interdepartmental collaboration. Lone wolf stuff should take a lot of time or cost a lot of money, whereas collaboration should lead to the lowest cost.

I do agree that the advanced medkit should be much more expensive, you're getting a lot of healing and invalidating the medical/botany gameloop. Same with the normal medikit, they should be a bit more expensive than what it's worth to walk down with materials to go and print the meds yourself, that way, you encourage the frictionless part of gameplay.

In this case, 2,000 spesos isn't really much of a price increase compared to what you get, so I would consider raising it a bit more. Same with the normal medkits, they seem way too cheap compared to what they offer.

@Aisu9
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Aisu9 commented Feb 3, 2025

In this case, 2,000 spesos isn't really much of a price increase compared to what you get, so I would consider raising it a bit more. Same with the normal medkits, they seem way too cheap compared to what they offer.

for T1 topicals you could easily calculate the bulk cost considering you can craft them in the medical lathe. considering cargo itself can purchase or supply it from asteroid mining (0.25 steel/platic glass/plastic per item, stackable 10 times(so 2.5 steel/platic or 2.5 steel/plastic per full stack, making a basic medkit cost 10 steel sheets 5 glass and plastic sheets, plus the glass needed to print the bottle, plus the chemicals needed to make the epinephrine, tricodarzine, the material needed to print the syringe, the glass bottle and the pill bottle)

@github-actions github-actions bot added the S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted label Feb 4, 2025
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github-actions bot commented Feb 4, 2025

This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions github-actions bot removed the S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted label Feb 5, 2025
@K-Dynamic
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Reverted resprite after #34293

Also test fails are fucking weird, I don't think they're related since I'm able to get the build running
image

@github-actions github-actions bot added the S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted label Feb 6, 2025
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github-actions bot commented Feb 6, 2025

This pull request has conflicts, please resolve those before we can evaluate the pull request.

@K-Dynamic
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Branch is cooked thanks to a Robust Toolbox change somehow sneaking in. I'll have to close this PR and open a new one.

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A: Cargo/Salvage Area: Cargo department or Salvage. A: Combat Area: Combat features and changes, balancing, feel A: Medical Area: Medical department, including Chemistry Changes: No C# Changes: Requires no C# knowledge to review or fix this item. Changes: Sprites Changes: Might require knowledge of spriting or visual design. DB: Beginner Friendly Difficulty: Great for beginners. Unambiguous in scope, and explains how to achieve the result. P3: Standard Priority: Default priority for repository items. S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted S: Needs Review Status: Requires additional reviews before being fully accepted size/M Denotes a PR that changes 100-999 lines. T: Balance Change Type: Balance changes through direct value changes, or changes to mechanics that affect it
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9 participants