Floiven wrote:Another option that I recall someone mentioning was making a larger container (like a stationary cauldron or something) that would allow you to mix larger amounts of chems at once, that would effectively allow for mass production of needed things while cutting down the steps as well.
It's called stealing the space cleaner bottle at round start.
Just recalled there being one in the med break room. Good idea.
Kor wrote:
You have no idea what you're talking about in any of your posts
goof continues to be terrible and those who should be keeping him in check continue to roll over and let him, give him wrist slaps, or outright defend him. thats all i really need to know about coderbus and the administration.
Kor wrote:
You have no idea what you're talking about in any of your posts
goof continues to be terrible and those who should be keeping him in check continue to roll over and let him, give him wrist slaps, or outright defend him. thats all i really need to know about coderbus and the administration.
Kor wrote:
You have no idea what you're talking about in any of your posts
goof continues to be terrible and those who should be keeping him in check continue to roll over and let him, give him wrist slaps, or outright defend him. thats all i really need to know about coderbus and the administration.
>he's posting mean things at me, why won't the administration do anything
I hope something gets changed about this - it seems really overpowered on paper, one of the major things that balanced dangerous chems was that you needed to spend time making them. Add some kinda timer for the mixing that gets longer the more complex the recipe you're making is or something.
I tried out a few macros, and it honestly makes things far far too easy. I shouldn't be able to just instantly make complex chems in one button push, when it would take a minute or two to make normally.
At the very least, have the minimum chem amount be 5 units.
I have noticed that Chemists are now able to produce morphine (Not sure when this was introduced).
I think the actual macros are fine, but its the output where the issue lies. The chemicals chemists cannot access roundstart are currently: Uranium and gold. Thats literally it, and the majority of the products it makes from these two chemicals are for virology or niche.
A refactoring of chemistry formulas would be a good idea in my opinion. All the simple ingested medicine like bicaridine should be the same but any "fire and forget" medicine like mutadone or calomel (seriously there are way too many types of medicine, two for each type of damage is more than enough imo) will require liquid uranium, gold, silver, plasma etc that can be got from mining. If making the station even more reliant on mining isnt an option then they should be able to get them from botany(Botany can already produce Uranium, Gold, and Morphine and now the botany/chemist relationship wouldnt be so one-sided)
Same deal with poisons/explosives. Potassium grenades are fine, but you need botany for corn oil and nitroglycerin. Simple toxins will still be available, but putting napalm/phlogiston/blackpowder one-shot deathmixes behind a gate would be a good idea. I can literally make a syringe that will down a fully geared HoS in 10 seconds from the DING noise roundstart.
I think this also has the same problem as telescience had.
It promotes people developing external tools that will give large advantages when used in game.
How long until someone creates a third party tool that just outputs macro's for all the (available) chemicals you want?
People say memorizing the manual is also external work, but at that at least still forces you to manually mix everything together.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm
The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
Luke Cox wrote:You mean people don't just have the wiki article open when they play chem?
Memorizing is faster than looking it up? But who cares, both don't come even close to the amount of automation possible with macro's.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm
The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
What is the original PR that added chemistry macros btw? I can't seem to find it.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm
The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
CPTANT wrote:What is the original PR that added chemistry macros btw? I can't seem to find it.
It was a mrty PR. As they were banned by github none of their PRs are visible.
Hidding merged PR's because the author was banned seems rather.....dumb.
edit: wait they were banned by github themself or just from our repo?
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm
The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
CPTANT wrote:What is the original PR that added chemistry macros btw? I can't seem to find it.
It was a mrty PR. As they were banned by github none of their PRs are visible.
Hidding merged PR's because the author was banned seems rather.....dumb.
edit: wait they were banned by github themself or just from our repo?
Banned by github for having multiple accounts/evading, I believe.
So that just wipes out a part of our PR history?
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm
The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
CPTANT wrote:How long until someone creates a third party tool that just outputs macro's for all the (available) chemicals you want?
You're acting as if chemical recipes were hard to memorize. For some odd reason, the deadliest chems are super easy to mix as well.
I can't think of a solution other than a rework though, the only thing that slows down an experienced chemist is how much he has to interact with laggy TGUI.
CPTANT wrote:How long until someone creates a third party tool that just outputs macro's for all the (available) chemicals you want?
You're acting as if chemical recipes were hard to memorize. For some odd reason, the deadliest chems are super easy to mix as well.
I can't think of a solution other than a rework though, the only thing that slows down an experienced chemist is how much he has to interact with laggy TGUI.
It has already been reworked, dispensers are now upgradeable and the roundstart components can only dispense 5u of any reagent. You need to get femtomanipulators for most of the more advanced macros to properly work.
TBH,most fun thing with macro is inventing huge ass macros to brew very complex things.
So, it either should be without restrictions, or completely removed.
CPTANT wrote:How long until someone creates a third party tool that just outputs macro's for all the (available) chemicals you want?
You're acting as if chemical recipes were hard to memorize. For some odd reason, the deadliest chems are super easy to mix as well.
I can't think of a solution other than a rework though, the only thing that slows down an experienced chemist is how much he has to interact with laggy TGUI.
Even if you memorize the recipes (which you can only do for a select few) than mixing things together still took considerably longer than just instant macro.
But I agree that chemistry recipe balance was shit to begin with.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm
The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
sometimes there is 5 patches of tricord in there but usually chemistry just fucking sits there and makes meth for themselves.
whenever i need to get healed i have to go and beg someone to sleeper me since all the medkits have been jacked and the doctor are sitting in surgery furiously jacking off.
at least they make unstable mutagen for the hydro folks first, but they're useless beyond that.
People need to be more aggressive about getting chemistry to make meds, CMOs in particular need to use their authority(baton) more often to deal with shitty lazy chemists.
yorii wrote:It has already been reworked, dispensers are now upgradeable and the roundstart components can only dispense 5u of any reagent. You need to get femtomanipulators for most of the more advanced macros to properly work.
I meant as in there is no real difficulty to chemistry, only memorizing recipes and what each reagent is good for. Unlike mining where you fight fauna, security where you wrangle the clown etc.
yorii wrote:It has already been reworked, dispensers are now upgradeable and the roundstart components can only dispense 5u of any reagent. You need to get femtomanipulators for most of the more advanced macros to properly work.
I meant as in there is no real difficulty to chemistry, only memorizing recipes and what each reagent is good for. Unlike mining where you fight fauna, security where you wrangle the clown etc.
Well, chemistry is after all the go-to role for new players and which is also recommended by the wiki for beginners, I think they are basically meant to be living chemical dispensers for a good reason.
Bluespace wrote:despite macros being in the game, chemistry is still as fucking useless as ever.
What do you mean by that because the medbay mains QQ'd about being forever reliant on chemistry.
That was during the change to sleepers, how can every single one of your posts on these topics be so completely off base
Game changes can't be compartmentalized and they have potential effects in other areas (in this situation, the change to sleepers made chemistry more reliant).
I was asking how chemistry is useless but also allegedly becoming more and more a staple part of medical, especially after this change which individuals argued. I don't see how a question, although it has a provocative tone, can even be off base?
yorii wrote:
Denton wrote:
yorii wrote:It has already been reworked, dispensers are now upgradeable and the roundstart components can only dispense 5u of any reagent. You need to get femtomanipulators for most of the more advanced macros to properly work.
I meant as in there is no real difficulty to chemistry, only memorizing recipes and what each reagent is good for. Unlike mining where you fight fauna, security where you wrangle the clown etc.
Well, chemistry is after all the go-to role for new players and which is also recommended by the wiki for beginners, I think they are basically meant to be living chemical dispensers for a good reason.
Personally it's a bit odd to give "newbies" the job of chemistry when they can't even apply the chems correctly as MD. To me, it would make sense to make MD the newbie job as it has been rather then Chemistry, which requires MD knowledge to know how to be effective (besides copypasta of the wiki ofc).
Cobby wrote:Personally it's a bit odd to give "newbies" the job of chemistry when they can't even apply the chems correctly as MD. To me, it would make sense to make MD the newbie job as it has been rather then Chemistry, which requires MD knowledge to know how to be effective (besides copypasta of the wiki ofc).
What if we made a role for new players where they could assist players in more complex roles and learn from them and assist with various errands and tasks. We could call them "assistants" to keep it simple.