This is a follow up to the thread related to plumbing (Plumbing has been soft-removed. Let's talk about it) since at this point it’s a massive thread that connects to unrelated stuff
After discussing on the Beestation discord about how plumbing was terribly broken and how the nerf was ultimately dubious, we concluded the following: Synthflesh (which from now I will refer as SF) was the real reason behind the nerf.
How are we here?
Well to make it compact, the fact that you just need a monkey, some think thank on how to build your setup and lot of patience, you could build in a rather short amount of time a SF factory, which is one of, if not the most powerful healing chem out there.
People always made synth factories because you can stick on 3 patches of SF at once with no downside to heal most damage and have an infinite supply of them publicly available. Even if it was nerfed with the blood duplication, it didn’t fix the core issue. (Quoting from Pirill)
On top of that, SF spam was abused to actually abuse cloning, since despite the egregious requirement for the machine, you could clone all the crew and over with the former chem plumbing system.
And while it’s true that with the former system you could make Mass healing patches en masse (let it be from either SF or any other mix of your preference, with some loss to practicality) the SF was the most egregious one, since it is almost en-par with the ointments and bandaids in matter of healing.
Potential fixes, and a “return to normality” for the chem factories.
SF needs a tweak, and a big one at that, since there’s no drawback to, as i mentioned, slap 3 patches of SF and get to 100% health immediately, and all of that with some stamina loss that would go away after a minute, or faster if countered with some coffee.
One of the suggestion I like is the one from Pirill and Hardly:
- Lower unhusk threshold to 50 or even 25, we should be incentivizing unhusking over cloning
- Lower OD considerably, this will make it much less useful as a free healing patch you can spam (which is the main issue of plumbing factories by the way so it could fix that too)
- Lower cloning synthflesh requirements (or don’t, but balancing cloning is another discussion)
- Make synthflesh synthesis return partial output like some of the drugs (ie, you make 100u of ingredients that leads to 10u or 20u of synth)
- If it’s still abused for healing, add a toxin downside.
- Obviously for balancing, reduce how much synth you get in the cargo crates to match (You’re still going to afford infinite crates because economy is busted and medical has like 100000 credits to spend if Explorers do their job)
Another suggestion comes from Athena:
- See synthflesh have its role in “this unhusks husks” solidified
- Annihilate the synthflesh from the body’s chems when you dehusk with it, so you dont have to deal with the tox if youre specifically using it to dehusk
- Having a low toxin-giving OD threshold (20-40u?)
Another suggestion i pitched was that:
- If OD, then there’s cellular damage, due to the overrun cell regeneration
All of this could technically make the chem dispenser no longer a nightmare for medical, making it a redundant department because chemistry did all the heavy lifting.
However, this doesn’t mean that a full “rollback” is possible, one of the potential options is the one suggested by Ruko:
- Dedicated matter cartridges being required for chem production obtainable exclusively from cargo
the reason for the cartridges being only obtainable via cargo is to shift them off power cells, since it ties to another problem related to power draw and power cells being abused due to their more than shoddy code.
My suggestion follow instead an idea more close to how ChemDispensers operate, which is:
- Chemical generator require Power cells to be powered, at the cost of a massive powerdraw from them.
Of course, this is kinda troubled, since bluespace power cells would skyrocket in demand, going back to the original point of the discussion.
Chemist SoP change?
Another point that raise from the discussion, was the fact that the Chemist in the regard of the chem factory, has no real SoP regarding the distribution of chemicals, and by going a little more in-depth, I found that the chemist, at least regarding the chem factories, has no real SoP regarding it, which is why many chemist opted to put the patch dispenser available to the public, making (for all intents and purposes) medbay next to useless but for revival/cloning.
To this point, I was thinking to extend the Chemist’s SoP regarding chem dispenser construction and use, but I’m not so sure about it so this is a point that i’d rather see open for discussion.
Conclusions
As it is right now, this whole discussion is a big point, since it makes or breaks Chemistry and Medical quite hard, and to be honest, before proceeding with another Blind PR that would make everyone mad and scream in a thread and on discord for a week straight, I want to get proper feedback regarding this.