allura wrote:i would REALLY, REALLY like for someone to give a good amount of feedback on almost every chemical. i've taken the entire post's suggestion and updated code.
if you want a chemical rebalanced, tell me what to do and i'll do it
I'll try to break down each one. At least the Meds as I don't have too much experince with the explosives. I also haven't seen too many ODs or addictions yet so I'm not sure how they should get handled. I do have a good grasp of the base chems.
Code in general:
It could probably be rearranged to be a bit more readable. Chem effects and recipes are all over the place. It makes it a bit of a pain to read. A good order would be Drug, reaction_mob, on_mob_life, chemical_reaction, overdose_process, addiction. Then again this may all get rearranged into seperate files after its more set in stone.
silver_sulfadiazine:
In code description is wrong. Actually heals 1 burn per volume when applied as patch and then has a 55% chance to heal 2 burn per tick while being processed internally. Requires liquid Silver which is still a bit iffy with the liquid silver vs solid silver. Recipie slightly more complex than Styptic due to requiring ammonia but thats probably fine.
styptic_powder:
No problems here.
salgul_solution:
Personally I think its too strong at this point but its a little hard to judge. I kind of feel its too close to a new tricord without the toxin damage and its freely available in sleepers. When it comes to brute and burn its actually stronger than Tricord was. Saline heals on average 1.5 each per tick. Tricord healed .8 each per tick but also covered toxin and oxy damage. Actual Saline Glucose solutions get fed in to the bloodstream and essentially put nutrients straight into the paitents blood. My own personal prefrence would be to have it reliable and slow with a low threshold overdose with a speed debuff on it if you get overfed in a sleeper because you're essentially walking around with too much blood. This way you can shoo little ouches out of medbay without too much trouble but people won't gobble every pill unless they want to walk around a bloaty mess.
synthflesh:
No problems here except either it or Synthi-flesh should possibly have its name changed.
charcoal:
Recently buffed to 3tox and -1 chems per tick. Was 1.5tox and -.5 chems per tick. I say revert it back to its original levels. I feel tox damage should be slow to heal and making it this strong makes Calomel and Pentic Acid less valuable. As it currently is a 30u bottle will heal 225 tox damage. On boxstation medbay starts with 8 in the vendors and several more in cabinets and sitting out in storage. This is in additon to the 6 15u pills and 4 syringes in the tox kits. I think people were mostly asking for a buff earlier because all the pre stocked bottles were filled with saline and injecting that did nothing for tox damage.
omnizine:
Slightly stronger than tricord was and lasts twice as long per u injected. Now overdoseable if you somehow get more than 30 in your bloodstream at once. Aside from the hypospray I kind of wish there was a tiny vial with 2 or 3 units of it in science so they can mess around with the strange reagant and life reactions. Otherwise this only comes out of blue dank, nettle soup, and *exceptional plump helmet biscuit*s.
calomel:
People don't seem to get that its toxic and are suprised when I tell them only to use a little bit. 2u will clear out 25 bad chems and do 25 tox damage to you if you're above 20 health. Blame your doctor when he gives you 10u, not the drug. This drug is fine as is.
potass_iodide:
A bit hard to judge effectiveness of this chem. Health scanners don't show radiation so I'm not sure if .8 points per tick is good at a low level. Something the geneticist could use when self testing SEs. I'm going to guess its probably sufficent. For more extreme raditation you'd want other chems.
pen_acid:
This is the strong tool to clear radiation and tox damage quickly while clearing out any poisons that might be in the blood. Very complex to make but considering it pretty much shuts down any traitor poison I feel thats fair.
sal_acid:
I don't think anyone would use this for its 50% chance to heal 1 brute damage if you're over 50 already. You can even overdose on it to cause yourself brute damage. Used in creating salbutamol. Not every chem needs to be useful if its just a midpoint to another chem.
salbutamol:
A bit of a pain to make but you don't need much. Oxyloss in most situations can just as easily be healed by CPR. (I belive each successful use of CPR heals 7.)
perfluordecalin:
This looks like a pretty situational chem when used as medicine. It heals oxy damage quickly but so does CPR. It of course has its uses for sneaky sneaks who want their targets to stay quiet. No idea why the wiki says you can use it for spacewalking. Its the cold and lack of pressure that usually kills you not the oxyloss. If you can swallow a pill you can usually put on your emergency internals.
ephedrine:
Go fast, get stunned less. Take too much and you get addicted or OD. Can't take more than 29 at a time or you risk the side effects. Seems pretty good. Better than 50u tabs of hyperzine.
diphenhydramine:
I keep mixing it up with my diethylamine bottles on the desk but thats a personal issue. I don't think this would get used for its histamine removing powers you may as well just use calomel or pentic acid which will do it faster and get rid of the drugs causing the histamines. Might be good if we ever get space bees and their space bee stings cause histamine.
morphine:
Seems broken. You can take 20u of it and go fast for the whole duration. You get blurry screen for a tick but thats the only side effect. I think that may be due to it checking if (cycle_count == 36) and not <= 36. Also I don't think a seditive should make you run faster. If anything it should just let you ignore the speed penalties from damage.
oculine:
Requires a whole lot of mixing to make any. Saline requires mixing table salt, spaceacillin requires crytobiolin and epinephrine(which requires phenol(oil), acetone(oil), diethylamine(ammonia)), and Atropine requires diethylamine(ammonia) and Phenol(oil). You need to mix at least 10 chemicals before you can mix your oculine. You could always get a spaceacillin syringe from the medivend though cutting it down to mixing 7 chemicals. Then they need at least 10u and wait 20 ticks for the drug to do anything at which point it looks like it should cure the damage pretty quick. Personally I'd just send them to surgery. In comparison inacusiate for ear damage needs water, carbon, and charcoal. I think this recipie either needs to be brought down to a more reasonable level or maybe chemists just shouldn't expect to be able to fix eye damage. Thats fine too. Chemists don't need to be able to fix every problem.
atropine:
Haven't ever been able to get ahead enough as a chemist to have time to make this. It looks like a fairly strong chem but its hurt by how it stops working once the paitent reaches -25. Its also affeced by the power bump of saline. It only works twice as fast and has multiple downsides. I'd say bump its effectiveness so it keeps working up to +10 health. That way it just barely brings people out of crit. If saline stays at its current strength this could probably use a buff. Maybe to +5/+5 instead. If saline gets nerfed again or sleepers get removed then this is pretty strong at the level its at if the damage threshold changes.
epinephrine:
Puts a cap on oxyloss by just setting it at 35. It probably doesn't need this plus it gives you the akward situation that if you stick someone with just oxyloss damage they instantly jump to their feet all better. You could also use it to just ignore moderate amounts of suffocation damage for a long time. Healing the damage of lightly critted individuals in a new mechanic I don't know how I feel about. To me an Epen is just supposed to keep them alive on the way to medbay. You really only need to stop them from taking more oxygen damage. Healing them as you drag them through the halls doesn't seem to quite fit with that. It also gives you the weird ability to heal someone choking them into that golden range. If the person has 100 brute damage and you choke them down to -35 they'll then heal up to -10 and you can CPR back the oxyloss bringing them to only 75 brute damage. Its a real fringe case but its possible. Strangely enough you don't want to CPR a person under the effect of this drug.
Also it has a 30% chance of setting sleeping to 0. I don't really know enough about the code to tell if this is out of line or not. Doesn't it mean that the player could instantly wake from any knockout with a 1/3 chance per tick or is there more to the sleeping state than that?
strange_reagent:
Requires both brute and burn damage to be under 80. I can't think of many situations where someone has died without taking at least 100 damage from one of those two sources. They would have to be both beaten and burned into crit and then let suffocate or killed via toxin or suffocation damage. It'd also be a handy tool for getting rid of a body. I'd like to see it work based on the total brute/burn damage being under a threshold rather than each individually. Maybe under 150 brute and burn damage. That lets you use it on mosty people that were killed and left to die but you can't use it on someone who was overkilled.
life:
Not sure what this can all summon and I haven't been able to make it yet myself. I'm a little sad it can't summon clowns.
mannitol:
Cures brain damage. Not much else to it. Its exceptionally easy to mix. A little complexity wouldn't hurt it. Mybe replace the water with oil or something.
mutadone:
Needs a bit of mixing for the mutagen and acetone but its fine. Good chem.
antihol:
Only problem with this one is getting the drunks to wait long enough at the counter for you to mix it.
cryoxadone (and clonex removal):
I'm not too happy about this change. A mark of a good chemist was one who mixed cryox and clonex. It was pretty simple to do and it meant your cryo mix was that much more effective. Now medbay just starts off with a beaker of the good stuff right away. I was probably wrong in the past to bash it being hard to make. Cryo is a strong healer and it should be tricky to make and a chemist who can make it well should feel some pride in that.
Also theres some misconception that it heals more. Compared to having old cryox and clonex it acually heals 1 point of clone damage less per tick and 3 less toxic damage. Though it does heal 4 more oxyloss but I doubt anybody cares about that.
The code also seems a bit spaghetti. It has M.heal_organ_damage(3,3) as well as M.adjustBruteLoss(-3) and M.adjustFireLoss(-3). Total of 6/6 but it should probably be just one or the other. Also Synthi-flesh still needs clonex which no longer exists.
nicotine:
All that smoking is finally paying off for the detective. I'm fairly sure the cigarette takes longer to burn out than for the nicotine to actually all process so addiction or overdose probably won't happen with normal smoking. You'd have to grind them up and use them in patches to actually mess someone up. Also probably doesn't actually reliably help most of the time. Cigs are cigs.
crank:
Turns you into a mean lean stun shaking machine. Haven't used it since addiction was added in so I'm not sure how much that addiction theshold of 10 affects druggies. I'm not sure if this affects being hit with disabler beams at all. If not it probably should.
krokodil:
Drug is 2spooky, remove it plz. I've had some fun with this one. I'm not fully sure how addiction works so I'm not sure if its a 40u pill or only 15u to get rid of your skin. Easy access to morphine probably means it'll be seen more often which lessens the novelty a bit.
Thats all of the drugs. Like I said. Haven't had much experince with addiction or ODs yet. I'll probably try it with morphine or something to get a good grip on how it works.