-
Posts
211 -
Joined
-
Last visited
Everything posted by Crazylemon
-
We have those bluespace trash bags from Fox's janitor PR, right? I don't think it'd be a challenge to add on a quick upgrade module for that. After I get the ore reclaimer thing tested and sorted, this is next on the list.
-
Busting Skulls Professionally; The Bouncer (Karma Job)
Crazylemon replied to Pseudo_Unicorn's topic in Suggestions
Main barrier here is sprites, the rest should be a quick job to prepare. However, looking at the occasional debacle we have with blueshields gives me doubt whether a karma barrier will be sufficient to ensure proper behavior. -
Aha! I got something better working! I've ported over -tg-'s mineral alerts system, which was surprisingly easy thanks to the similarity between requests console code, and added a requests console to the mechanic's workshop, too. So now, science, robo, and mechanics will all know when any material is placed in the ore reclaimer, and engineering will know when glass, metal, or plasma is placed in, to assist with hull repairs. Just needs a bit of testing, and it should be good to go!
-
Oy, this sounds like a good project to tackle. Getting the ore reclaimer to yell about a new ore being stocked in the science channel sounds like a 5-line dealie, though I first need to get other tasks out of the way. Remote viewing... Not sure what to link that to. The supply requests console? I might check into getting something working there, too, but of course I need to get my plate clean first. EDIT: Have a simple first edition of the ore reclaimer merely yelling about it ready but in need of testing, though something fancy like remotely looking at how the reclaimer's doing might be better.
-
Most of the stuff found in the medi-vends can't actually single-handedly bring a patient back up to full health; The trauma kits heal only up to 12 damage on a limb, and the epinephrine is only good for critical patients, meaning the charcoal is the one thing capable of bringing people back up to peak condition, and even then if they were badly poisoned, they will need treatment for their liver. We've got lighter bandages and ointments in the codebase that heal only 3-5 damage per wound, that still seal up and disinfect wounds, which might do well for a lobby treatment kit.
-
I'll check to confirm that IB continues while in a cryo tube. If it does, I'll fix that, as the code in no uncertain terms intends that it doesn't process while in an active cryo tube.
-
AFAIK IB doesn't keep drawing blood while in a cryo tube. From wound.dm: proc/bleeding() if (src.internal) return 0 // internal wounds don't bleed in the sense of this function if (current_stage > max_bleeding_stage) return 0 if (bandaged||clamped) return 0 if (wound_damage() <= 30 && bleed_timer <= 0) return 0 //Bleed timer has run out. Wounds with more than 30 damage don't stop bleeding on their own. return (damage_type == BRUISE && wound_damage() >= 20 || damage_type == CUT && wound_damage() >= 5) So they won't bleed on life, standardly. And the actual "bleeding" from IB, is here, in organ_external.dm: // Internal wounds get worse over time. Low temperatures (cryo) stop them. if(W.internal && !W.can_autoheal() && owner.bodytemperature >= 170) var/bicardose = owner.reagents.get_reagent_amount("styptic_powder") if(!bicardose) //styptic powder stops internal wounds from growing bigger with time, and also stop bleeding W.open_wound(0.1 * wound_update_accuracy) owner.vessel.remove_reagent("blood",0.05 * W.damage * wound_update_accuracy) owner.vessel.remove_reagent("blood",0.02 * W.damage * wound_update_accuracy) if(prob(1 * wound_update_accuracy)) owner.custom_pain("You feel a stabbing pain in your [name]!",1) //overdose of styptic powder begins healing IB if(owner.reagents.get_reagent_amount("styptic_powder") >= 30) W.damage = max(0, W.damage - 0.2) So, Styptic Powder in a patient will slow IB's bleeding, and start to mend it at high doses, but to actually sustain high levels of Styptic you'll need a sleeper due to how fast it depletes. You can leave a patient with IB in a cryo tube as long as you want, as long as the power stays on they should stay safe. Also, dead patients: Mending damage on them is tricky, as the only way chemicals can work on them is through touch reactions. And patches, they halve the amount of chemical put through them. So, if you need to heal a lot of brute/burn trauma all at once on someone dead, you can dump a beaker/bucket of Synthflesh, Styptic, or Silver Sulf, on them to eliminate tremendous amounts of damage all at once, before you defib or use Strange Reagent. Additionally, it looks like you leave out Epinephrine. A chemical found in many places within medical, it's excellent at helping suffocating patients, cutting 10 points of oxygen loss from the patient each tick it's above 35 points. Not only that, but it heals small amounts of brute, burn, and toxic damage while the patient is in a moderate critical state, making it excellent for initial treatment for injured patients before transport. The fact that it's found in everyone's inventory in the form of an emergency autoinjector as they start is an excellent bonus. Protip for defibbing: In more cases than you'd expect, injecting Epinephrine before you revive them will give you plenty of time to treat their other wounds, and even get them up on their feet without a visit to medbay! Though, you might want to be careful if the patient has IB. Furthermore, even standing still with broken bones will hurt the patient's organs, and being buckled to a chair won't help against this (Experienced it firsthand). Instruct the patient to lie down, or their organs will become soup. I'm not sure if dragging worsens it, but I'll take your word for it that it does. And: If you can get a medical cyborg, they can administer basically limitless amounts of spaceacillin with their borg hypo. It makes them excellent for preventing any potential infections from taking hold. Broken bones surgery fails on high damage due to the limb breaking immediately again due to its damage being above the threshold for the limb breaking. The level is generally 30 points on a limb. The hemostat thing happens because the wound that's been clamped shut remains for about 10 minutes after the surgery's done, so the wound ceases to bleed for that duration of time. There's no need for a scalpel in limb reattachment surgery, the saw will do the job fine. And your guide fails to mention that robotics is able to supply you with prosthetic limbs, and can actually service IPCs, perhaps that might be a good addition. For the dethrall, you might also want to use bone gel before the cautery to mend the patient's skull. I'm not sure if leaving cut bones unmended has any gameplay effect, perhaps I should have it cause something similar to broken bones. If there's a ribcage or skull, you also want to use the retractor to shut the bones/ribs before you use the bone gel. Your chemical list seems to neglect Mitocholide; It is excellent for mending those cases of patients who have just above 10 lung damage because they went into space without a hardsuit, or whatever. I understand some chemists find it a pain, and prefer the patient go through surgery, but the ability to fix organs without need for potentially infection-causing surgery is not to be underestimated. To get tremendous amounts of Omnizine at will, you'll need some cooperation from R&D. Once they upgrade your sleepers to tier 4, you can perform dialysis on a monkey to get as much Omnizine as you want, though you'll need to seperate out the blood. As a random tip: Placing a patient in an active cryo tube will extinguish them if they are on fire, good to know for plasmapeople and the burning corpses people keep dragging in because they're silly. And before you perish by me talking your ear off: A simpler recipe for cryox that you can mix in a single large beaker is as follows: 30 plasma, 5 hydrogen, 5 carbon, 5 oxygen, draw 10 u from the welding tank, 10 nitrogen, 10 water, 10 radium, and 10 chlorine. I think that is about all.
-
I mean, it seems feasible, all you need to do is the following: Add a new set of antags/protags to handle being the crews of the ships to resupply. The part of them actually visiting the station would probably be handled by an admin initiating the event. Make various ship layouts to dock And of course, make the actual map Nothing too herculean there. The bulk of the work here looks to be mapping, which once done, the rest should lend itself easily to completion.
-
From newchem/medicine.dm. Styptic Powder: Synthflesh: Styptic Powder has both an "On life" effect, which has the milder healing effect that you see in the sleepers, and an "On application" effect which handles the initial healing effect and the screaming when used as a patch/splashed on someone. Synthflesh has the "On application" reaction, but lacks the "On life" effect to heal a patient's wounds once it's actually in the patient's system. Unless the sleepers were to be modified to change how they apply chemicals, they wouldn't be able to trigger the "On application" effect needed to take advantage of Synthflesh. Balance-wise, Cryo is capable of bringing patients to full health in moments, so perhaps a concession could be made there for higher sleeper tiers. As I've mentioned before, what gives me reservations is injecting a bunch of a chemical that will continue to heal you even after you've left the sleeper and won't deplete for a long time, which is beyond the abilities of the cryo tube and could potentially unbalance things.
-
Well, Synthflesh won't help in a sleeper, since it skips the "Injection" part of applying chemicals, so it won't do the "On patch" bit of healing. The reason Styptic Powder works (And not extremely effectively, which would be the instant 2-to-1 ratio) is because in addition to the healing on application (which only procs when used as a patch), it also decays at a rapid rate (3u per tick) to restore a point of brute each time. The advantage Sal-Glu has, even though it only heals 2/3 a point every tick, is that it decays at .15 u per tick, meaning the doctor only needs to put the patient in and administer the full 20 u to fix 90 points of each type and be done with it, rather than the constant monitoring needed for Styptic Powder (heals only 7 points of brute per 20u dose).
-
Aside from omnizine, and epinephrine on a critical patient, there's nothing in the sleeper that will patch up burn damage. On middle tiers, could the sleeper inject saline-glucose for those light wounds that wouldn't merit time in cryo otherwise?
-
Actually, you know what might be nice? That advanced cable spool, which allows you to change the colors of the cable you're laying at will, by using it on itself. After I finish making a borg upgrade, I'll see if I can apply the same things to that.
-
Vending Machines Constructionable and deconstructionable
Crazylemon replied to Holyass's topic in Suggestions
Well, the more common vending machines have specific restocking modules which can be ordered from cargo, that with 3 can make a new vending machine. I'm thinking, however, that perhaps the restocking modules should become generic, and both the modules lying around in maintenance and those from cargo would be used to construct/restock machines in place. Wouldn't play nice with recovering partially-deconstructed vendors, but otherwise would make them easier to (re)build or restock. -
Don't think it would be TOO tricky, technology wise. Before the declare ready/join game button can go through, check in the database whether the user's passed the quiz or not, and force them to take it if they haven't. However, if it's multiple-choice, as with most quizzes to check if someone is a sane, rational, person, it's probably going to read like this, lest you risk ambiguous answers: 1) Someone took the last pair of insulated gloves. What do you do? a) Hunt them down, stunprod them, and extract and eat their still-beating heart in front of them. b) Go to cargo to ask for more c) Spam pray 50 times in hopes of another pair d) Complain loudly over the radio with poor spelling I'll leave it as an exercise to the reader which one is the "correct" answer.
-
I've got a large repository of research values handy, but the standard that's already set precedent on the wiki's table is to fill in null research values with 0, which means that for each entry I make, I need to add in all 8 values, rather than however many types it actually has. In addition, searching from least to greatest with the zeroes pushes the 1 entries below all the useless 0 entries. May I swap all the zeroes out for nulls, so that I can work more efficiently and leave the table in a more readable state?
-
Isn't the :h channel used for whatever department you're in/key you inserted into your headset last?
-
Shift the reagent system up to mob level, then stick some lists of species of various classes, like "Organics", and "Synthetics" into global, and place those lists on the reagent, unlike the PROCESS_ORGANIC flag system we have now? It seems a bit more extensible that way, I'd think, but there's almost certainly a reason that the reagent system is where it is.