Plumbing has been soft-removed. Let's talk about it

Sure. It can be done. It’s tedious though. It’s much easier to automated it.

Of course not. Why would I ever make kelo/bicar/tircor? Those reagents suck ass. Also we have the sleeper for them.

Correct. These patches are more then enough from a potency perspective. The only issue is that you run out of them. But with the factory that issue is gone.

No. I clearly said what kind of factory can be made in 6 minutes. I also said how I feel about the first three of those reagents.

I don’t want to add more the the patch. It’s a waste of effort and resources.

  • Why mix brute+burn together when most patient suffer from a single damage type?
  • Why mix ocu/inac into a patch when most patients don’t suffer from eye/ear damage and a single manual batch is more then enough?
  • Why mix in antitox or oxy reagents when both are rare and one of them heals by its self in most situations?

I wrote all about my opinions for different reagents and their uses in my medical guide if you are interested in my arguments for each one.

I think this is a good change in the right direction as written by my later replies, but I don’t think it matters at all. We still have the same medical system we had where the issue is revival. Not healing.

mfw people moan about this while i just bypass the whole nerf.

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I was thinking about this: one plumbing input and a chem dispenser, with tanks and whatnot for storage?

Because they’re simple and very fast to make? It’s good to have some advanced mixes within your repertoire, but best not to forget the basics. One of my favorite “all purpose” mixes is just a quick and dirty 3:5:5 Tricord, bicar and kelo. It’s not as strong as some of the other things one can make, but it sure is fast to make, has no side effects and makes for a pretty good pill to hand out from only six base ingredients.

Even just mixing tricord on top of just about any other reagent (as long as you aren’t treating an oozeling) gives it a pretty nice bump in healing power for minimal effort.

Surprise surprise. Ruko also liked to optimize plumbing for different purposes despite siding with the nerf as necessary, specifically exploring just about anything that wasn’t synthflesh which I kinda hate for existing.

There are so many issues with it that I could damn near use it as an example for every single antipattern here but I’ll restrain myself.

The main draw of plumbing is to create little miniature chem factories that pump out medicines and toxins or whatever using some little pipes and machines attached together. It’s trying to be Factorio (hey, didn’t I mention that before?) for babies.

Here’s your fundamental strategy for interrogating and dismantling Nerdbait: simply ask ‘ why? ’ Why on earth does this exist? What problem is it trying to solve? Did chemistry have an issue where they weren’t able to click buttons fast enough, and so we need an automated system to do it for them? How does this make anybody happy? Why does it use up so much goddamn space? Don’t you think there might be some balance or even performance considerations when you have machines that can infinitely pump out any base chemical ?

None of these questions are answered, and frankly none were even really considered! That is the essence of Nerdbait. Plumbing was added simply because it makes nerds go “oh wow, just like my favorite games, so cool”.

- Mirror’s Black Book of SS13 Design Failures

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Was reading the thread and i guess it’s also a good opportunity to link This if you need ideas or suggestions for ghost roles hit me up.

Alright going back to the topic, yeah… It was fun the first time 20 minutes into the shift you have a factory with +20 synthflesh stacked in a public place for everyone to grab… but seeing that every shift… Yeah no.

The change was good, however what i’m seeing based on the other players feedback is that the current issue is the cartridges cost a Lot which lead for the plumbing players to rush and exhaust metal very early, putting pressure on mining, science and that snowball into everyone that also needs metal/glass, i think at this point i see three solutions

  1. Reduce cost of cartridges so they don’t eat all public/eva/gateway mats 10 minutes into the round making a mess in all departments
  2. Lock plumbing on an advanced tech so at least by that point it’s expected for miners to have deposited enough metal/glass to allow the Chemists do their plumbing related-projects and forcing them to do the usual work on the chemlab for the early-mid round instead of rushing unga bunga to make a factory in the middle of medbay
  3. Fully finish removing Plumbing when we’re near of the new medbay system to be introduced

Wow. Yeah. I’m glad someone said it I was too lazy to type it out. But basically that.

That is exactly how I feel about half the stuff on the station. The only reason it’s here is : “It’s cool”.

Ah yes removing more stuff will make the game fun. Glad I left this server.

Where will Beestation be headed in the future? To hell I hope.

Quite literally yes.

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No it is not. The fun in the game are those many things you can do. removing more stuff will be like switching slowly from republic to dictatorship.

Yeah. No. This is a dumb move imho.
Removing more stuff to do does not equal more fun.
Perhaps we could try to avoid turning beestation into a glorified chatroom when there’s other servers that do that just as well?

The nerf to plumbing is mainly a fault of the lack of wounds and traumas.
If they existed we really would’nt be giving a shit because chems can overshadow the entirety of medical.

The reasoning to remove because of ‘lack of RP’ is bullshit, we have miners disappearing for lavaland safari hunts and scientists fucking off with the sci shuttle.
Working on your actual starting job and being proficient in it should not be a bane; the chemists are roleplaying their jobs and being good at it.

Making chem factories is fun, it takes effort and is prone to sabotage. I would hate for them to be removed. Actually gives good chemists something to work towards instead of huffing drugs or playing with pyrotechnics.
Chemists actually had to work in the past,Look at how cryo tubes were butchered and ask yourself if anyone recently actually worked to improve starting cryotube setup. where are the 15 reagent god mixes of the past? Whatever changes that happen are not the consequence of chemicals being overpowered. They are powerful for a reason, the reason they were nerfed is because its easier to nerf it than change the entire system.

All in all i feel this is pointless to discuss, when ruko comes in with his medical changes that is discussed behind closed doors it all becomes moot.

#RIP plumbing and cryotubes

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Thank you for saying what I’ve been wanting to say.
In general it really feels like this removal of plumbing is just a salt PR merge.

Me reading this thread.

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Have you ever watched a game dev blog or a “making of” video for any piece of media? Please take a look at how much features and content is left on the cutting room floor. Please take a look at how many thing that they taught where a good idea got changed or completely removed.

“More” stuff doesn’t equal more fun or more RP.

That might the vision you two have for the game. You just want a sandbox with as many features as possible. But I don’t want a sandbox. I want every feature to have a clear purpose for being in the game. I want every item and every feature to encourage RP.

You are correct. I wish people would stop making this argument. Mining sucks. Exploration sucks. Half of the departments suck. Just like medical currently sucks. And just like plumbing currently sucks. Can’t fix it all at once.

Frankly when I read some posts I see that people lack basic knowledge about game design or just have a completely different vision for the game.

This link really says exactly how I feel.

Let the RP be coming from what can people do. And not turn the game into over glorified Stalinist style playstyle in which you do what you are given only and what allowed only.

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No. I want more.

There is a difference between encouraged and forced RP.

Yeah encourage RP. Lets remove a lot of gases as well why not just let the player work with the SM by powering it with cold Nitrogen only. Why not also removes bombs from uplinks to encourage RP huh? What is next lets remove maints access to make greyshirts roleplay by hacking into maints.

I am completely against on removing any features. Instead of removing try improving. But sadly the coders in bee function on salt mechanics in which if things gone against them its nerf time. For instance the nerf to lavaland antag roles makes observing inflation of gas prices more enjoying than playing them.

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Lmao.​​​​​​​​​​​​​​​​​​​​

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Forgive me as I haven’t read the whole thread as I’m heading to bed soon but I’m just leaving my small lil idea I came up with here. Hope it sparks more ideas in people on how to tweak plumbing to be better for all. (posted the same thing in #donors-input on discord)

Tweak plumbing by reviving circuits and making chemfactories be made using machines and circuits together. (also make circuits work on other machines, as a silly example: I want a slime grinder which activates when I say “bazinga”)

Pros:
  • Sci and Med teamwork
  • Takes planning and teamwork
  • Teamwork and RP
  • Makes more advanced factories possible
  • Basically ties chemfactories behind circuit research
  • Revival of circuits + potentially making them able to work with machines
Cons:
  • Takes longer depending on how long research, planning and building takes
  • Nerfs quick and easy factories
  • You actually have to RP and can’t just speedrun

Just a silly lil idea, so if you disagree, it’s allright, you can either suggest different stuff or just ignore me

Picture that includes text of an example I came up with for Ivan on discord

Discord_aNA91vHGll

Edit: added picture of some example I came up with for Ivan on discord and removed some useless text at the bottom of the reply

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