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Med kit rework (fill content, resizing, renaming, etc.) #34762
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…yro, kelotane) to 7, restores dexalin to pre-reduction of 7
…n plus and saline)
A few things:
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- 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.
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? |
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 |
If only there was a word that sounded better than anti-poison 🤔 |
antidote? but what is a dote and why is it harmful??? |
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) |
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. |
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 might remove the gauze or ointment in favour of trico pill canisters.
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.
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)
2500 spesos is kinda too expensive. I'd probably go 2000 spesos. |
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 |
The nomads pack is still the best medkit :godo: |
this is basic consumable balance design, if T2 heal twice as much as T1 you make it more than twice more expensive. |
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. |
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? |
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. |
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) |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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 |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Branch is cooked thanks to a Robust Toolbox change somehow sneaking in. I'll have to close this PR and open a new one. |
About the PR
New fills
First aid med kit (2x4, large):
Advanced first aid med kit (2x4, large):
Brute med kit (2x4, large):
Burn med kit (2x4, large):
Airloss med kit (2x4, large):
Toxin med kit (2x4, large):
Radiation med kit (2x4, large):
Combat med kit (2x2, normal):
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
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Airloss med kit respriteOutdated: resprite reverted
New med kit cargo prices
Outdated: advanced first aid med kit costs 2000 spesos
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Requirements
Breaking changes
N/A
Changelog
🆑