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

I genuinely wish you the best of luck and look forward to seeing what you make.

Until that comes out though, I feel soft-removing entire systems from the game is a bad idea. Probably poisons the well for your wonderful new system, too, since now rather than being the new hotness to replace the old-and-busted, it becomes a consolation prize for rose-coloured memories of a system taken before it’s time.

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this just sounds like a convoluded way of saying “we’re making our own version of modern day TG medical”
RDT_20220608_2140397731148217414503973

Huh, I could have sworn the second thing in that list was rezadone.
Mind must have filled in the blank.

SF uses other than unhusking were nerfed into oblivion, why do you have a problem with it?

Will also include elements of brainmed and painmed, but yes ultimately it’s going to take inspiration from other systems while going in our own, semi-original direction instead of just directly porting someone else’s as-is.

Braindeath will determine when someone dies, and braindeath will be permanent.

Pain will be what controls consciousness instead of a mostly static 100HP marker controlling crit, and painkillers will stave this off while doing nothing to actually fix the fact your arm is snapped in half and you can’t use it.

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Honestly with any healing chem that lists a “side effect” of some kind like exhaustion on Salic Acid and Oxand, or toxin damage for Perf, the only one I’ve actually seen affect anyone majorly is the vomiting for Carth, and even then it’s a non-issue.

I’d love to see more chems that need interdepartmental work, making rezadone to aid with de-husking with the help of botany feels good! Maybe look into other botany/xenobio derived chems like frost oil for some more advanced chems because the list of stuff locked behind botany assistance is; Rezadone, Nitroglycerin (because corn is just so hard to grow), solidification recipies, and some toxins (which are really only useful for bounties, or antag where you could just emag the dispenser for carpotoxin).

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>Enters a thread,
>Makes a provably false statement
>spouts “cope and seethe” when this is pointed out
>misrepresents the argument in the OP referencing a post replying to someone else.
>finishes up by saying that others aren’t going to achieve anything with good-faith efforts.

Based, pack the thread up, clearly we’re all mere mortals compared to this gigachad intellect.

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Yeah, hopefully Ruko’s rework pushes more inter-dept co-op, it’s a really fun element, even if it sometimes leads to waiting frustrated for those damn koi beans, lol.

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Yes, definitely not a personal attack, i’m just smooth brain

Well I hate to disappoint, but this includes making chem dispensers take matter cartridges in general, not just the plumbing dispensers. (orderable from cargo, not just requiring miners)

Power cells generating matter is terrible, especially with the not-easily-fixed cell charger issues.

I think you might have misunderstood, we’re talking about having to go to botany to get carpotoxin for rezadone, we’re not talking about chem production in chem itself.

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I get that too, I was just pointing out that I plan on removing the power cell being the source of chems and probably making matter cartridge reliance a staple of chemistry so they need something from cargo to produce. (when/if roundstart supply runs dry)

I like botany working with medbay too

This will be fun with our lack of permanent ghost roles (We mostly rely on random chance ghost roles).

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as much as I think the nerf is dogshit, bro, its a videogame. don’t take this out with personal attacks, i really don’t feel thats the rational solution here even remotely and if you want your opinions to be heard you don’t mix them in with constant shitting on others. just because you don’t think they conduct themselves well doesn’t give you a free pass to conduct yourself in this manner as well.

Handled. Just wait and see.

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Hell yes, I’m all for more ghost roles! Round removal sucks right now.

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…How does that toungue-in-cheek dig at the person that raised the PR we’re all talking about at all change the legitimacy of the contents of the OP?

You really think this PR wasn’t a direct result, at least in part, to a feeling of FOMO? I made that joke specifically because it’s pertinent to this conversation.

Explain to me how that is more offensive than calling all plumbing user chemists lazy fucks in a PR soft-removing one of the core elements of their game, and I’ll rescind the comment.

It’d be nice to see the round start chem dispensers have a slightly higher capacity at round start then, as it’s so easy to blow through all 1000u making a good supply of healing patches for burn, brute, and toxin damage.

The number of times I’ve done my shtick making Oxand, Salic, and Carth for the fridges for small/medium injuries and then something like a virus hits, or radiation, or a husk and I just don’t have power to make new chems because engineering still hasn’t delivered an inducer like I asked 15 minutes ago.

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Sounds like fun! Will it be a set of chem cartridges like in paradise, so it’s not begrudged by cargo in cases where the iron stock is low?

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Nah I’m thinking we’ll just remove the chem dispenser entirely and have individual bottles of chems on a shelf that the chemist will need to manually mix. This also opens up the possibility of swapping chems around to sabotage the chemist.

Sike

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