Medical Cryopod rework (Bounty)

maybe have sleepers be a late-game tech that uses power cells?

cant wait to be forced to tend wounds on people with 5 damage
truly the roleplay we deserve

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medibots, borgs and regular medicine still exist

How the fuck do medibots even work? They dont do anything for me. Ever. I stand next to one for 5 minutes and nothing happens.

I brought this bounty to a coder friend of mine who worked on the sleepers prior, might have some creative insight to help with this bounty. I’ll DM you if he’s interested.

The real question is-how well are chemicals transferring from pool to players that are swimming in them?

Maybe instead of putting 40$ out there to create new device we could use existing content

Pools have both the temperature control and possibility to add chems into them, just few days ago we we merged anesthetic tank holders and while I haven’t used them I bet we could put any sort of tanks in them.

So we could have these 1 or 2 tile wide pools with temperature set according to needs, medstaff would have to monitor temp and chem content as well as make sure that tanks with anesthetic and, what’s more important, oxygen are still full and masks are put on patients properly so they won’t drown

My idea would use existing content, which always seems like a better solution than adding objects with one specific purpose, you would save 40$ and I believe my proposal actually fits your vision (at least as far as I understand it) of medbay-medbay staff would have to actually monitor temp and chems in pools, gas in tanks on holder, check if players in pools have masks put on or they would drown, monitor their health as they are being cured by solution and take them out when time comes (I can only imagine frost damage once Cryoxadone is gone or causing an overdose so I guess chem proportions would matter as well). Its not magic, its a more grounded solution than sleepers, would require more operations than just throwing people in cryopod and would require paying some attention, while not necessary being a burden and chore.
Just throwing it out there, I’m not playing as medic and I’m not sure how well pools would actually work out (but I guess we could tweak that in code if we’re not satisfied), so I’m waiting for feedback from others

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I like this idea but one thing i would add is that this wouldnt require much in the way of map changes. Removing the patient rooms, cryo rooms, sleeper areas, and surgery observation would leave plenty of space for a lot of such pools.

While I like the idea you have quite a bit, my focus with this specific PR is not to make medbay more complex. The focus is two part; first is merging two remarkably similar machines into one, second is removing infinity from the equation without dramatically impacting current gameplay.

This is not really creating one new machine with overlap so much as this machine is intended to replace two machines.

Compared to sleepers - all the same chems are immediately available through a near identical interface - they’re just no longer infinite and upgrades are tied to a chemist rather than part research.

Compared to Cryo - the roundstart setup is slightly altered but still quite simple and accessible with supplies laying nearby (provided nobody stole the crate)

Considering i see chemists walk to the pool basically every round and just drop a beaker of SF into the pool. His idea doesnt make medbay more complex.

They must be dumping other stuff in or you’re overselling it

because in my testing healing through pool synthflesh is really slow and inefficient. pool filter also can’t even hold very much and it’ll be exhausted by a guy sitting in there for just like a minute or two

I never said it was efficient or gave a reasoning. XD People must think its effective.

Also i think it actually depends upon the size of the pool. We might want to test that.

I wouldn’t say complex since we’re not really adding any new mechanisms, we’re using things that are already in game. Its more of making doctors pay attention and check on patients instead of just clicking button or two and being done since nothing wrong can happen from this point

In theory pools would achieve what you want. Chems in them would not be infinite and upgrades would be tied to chemist. Using them for cryotreatment would be as easy as putting Cryoxadone and setting temperature as low as its needed.

As said, I’m not playing medical so I’m not pushing this idea since I’m not competent enough to say how healing players should actually look like, it just kinda seems to tick all the boxes in my mind. I just looked at the problem and asked myself-what do we have already in game that could work in similar way and half of what I came up depends on tank holders which are made specifically for medic, doctors are already familiar with them

One thing is sure, we can have it mapped in no time, without need to make sprites and to invent something new. Possible tweaking how effective chems in pools are would be needed but I can’t imagine that being too complicated, would probably require changing a value or something like that, but someone wiser who understands Matrix would have to actually take a look at code and tell us how all that really works

Giving that I am from TG (with the infamous medbay rework) I must say that I think medbay is a little bit too easy here. That does however not mean the items should be removed.
Removing things is usually bad from a game design perspective, it would be better to add more injuries and illnesses et cetera that require more intensive support than just putting someone in the tube for a bit.

That was surprisingly fast. And it actually looks good their.

If only i knew how to even get the maps much less edit them.

Thanks
Its actually not that hard, at least the basic stuff
You already have a map editor, its installed with BYOND and its called Dream Maker. Just download bee code from github, turn on the editor, open environment by choosing a dme file from bee code folder you just downloaded and now you can start messing with things-open existing maps, dive into files etc
My problem lies with trying to run things locally, my computer starts boiling when I try to host my own server so making any tests, especially with things like pools that would require messing with different sizes of pools, different chems etc would be a hell if even possible

This is more of a rework than a removal - cryopod now has the same function but without infinite chems.

You can also already load any chem into a cryopod to dose it, but you have no control over the dosage given (and will very easily overdose) and Cryo pods multiply reagents by a ridiculous factor.

Pools share a similar problem of not giving enough control to the doctors compared to simply feeding them a pill.

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Everything has a cost or check associated with it.

  • Surgery costs no reagents but takes time and knowledge to do
  • Eating a pill means you’ve already pre-emptively decided on a dosage and put the time into preparing it upfront - the time sink is proactive instead of reactive
  • Using a cryopod means pushing a button and walking away, but the time cost is still there for the player even though it’s still easy for the doctor and has a relatively short initial setup. It will require regular upkeep or else run out of chems.
  • Cloning is also push a button and walk away, but has a resource and time cost associated with it.

The reason current sleepers are an issue is because they bypass nearly all forms of costs and “infinite” is part of their equation. They are ready to go at roundstart, infinitely supply chems with no prior or ongoing input, and patients just need to be in them for an instant to receive their full treatment - then shoved out the door while it works.

Compared to a pill, there’s no opportunity cost in making or preparing it.

Edit:

The core problem isn’t that we have simple ways for players to do their job - those are a necessity for being newbie friendly.

The problem is when the simplest method is also the most desirable/efficient because then it devalues everything else in the department. Why even learn the more complex things if players actively yell at you for not just using the sleeper.

What is chemical efficiency?

% reduced chem consumption per tick while patient in cryopod is asleep.

T1: 25%
T2: 40%
T3: 55%
T4: 70%

For example, a medicine that normally metabolizes at 0.4u per tick would instead metabolize at 0.3 with T1 parts.

This gives the machine a functional trade-off when compared to simply handing the patient pills, and slightly incentivizes the use of sedatives (though Cryo-mode is definitely superior)

I have a hard time seeing why we need to make things like bica (theorically) finite (especially with everything medical-related robotics has to offer), but overall, great idea, that’ll be great for intensive care.