Re: Cobbychem: A Separate Thread
Posted: Sat Sep 14, 2019 12:13 am
Bottom post of the previous page:
also giving anesthetics a surgery bonus would be nice, it's literally useless now.Bottom post of the previous page:
also giving anesthetics a surgery bonus would be nice, it's literally useless now.Should just be used for certain surgeriesCPTANT wrote:also giving anesthetics a surgery bonus would be nice, it's literally useless now.
This is the single best change you could ever make for medical. Actually being able to do field surgery reliably, even if it takes forever, will be fucking amazing.Cobby wrote:After https://github.com/tgstation/tgstation/pull/46512 I will be replacing failure with longer time to perform surgeries.
This is the best surgery change you could possibly ever make. The Tend Wounds change should actually make it useful for prepping bodies for revival and in combination with the failure chance removal it's well worth using on a stasis bed to prep someone for defib.Cobby wrote:After https://github.com/tgstation/tgstation/pull/46512 I will be replacing failure with longer time to perform surgeries.
Between this and my newly-created mixes for brute and burn I am now assured in the coderbus' ability to improve the game just as much as they fuck it up. Good work.Cobby wrote:After https://github.com/tgstation/tgstation/pull/46512 I will be replacing failure with longer time to perform surgeries.
Bless you. This will probably solve all the unwieldy issues that TW currently has. I would recommend that if possible, only make this apply to TW surgery, as failure chances for ghetto surgery and brain surgery should still exist. I'd also recommend giving the same buff that stasis beds received for surgery success rate to the roller beds. Currently I only use roller beds to do emergency transportation to medbay(and I feel like I'm the only one that even uses them) which might be their intended purpose, but imagine if we could do effective field treatment using the rollerbeds? What if an EMT could effectively treat someone without them ever having to step foot into medbay? I personally think this idea has legs, and I'd love to see what happens as a result of it.Cobby wrote:After https://github.com/tgstation/tgstation/pull/46512 I will be replacing failure with longer time to perform surgeries.
You know what's cute? They just merged a change that makes all uranium items be as radioactive as uranium walls/doors, even uranium ore and sheets. Now not only will plasmeme engineers be a fast neutron source, but carrying a full load of uranium sheets back to your workstation might be a death sentence because medbay is totally unprepared to handle it. It's been tested ingame and having over 6 units of uranium is a serious hazard.deedubya wrote:Bonus mention here goes to radiation, which is still nearly impossible for medbay to deal with effectively, even when we still had trekchems.
It's relevant to cobbychem when the chems to address radiation are sorely lacking but radiation sources keep increasing.oranges wrote:different thread please
Back when we had trekchem there was a distinct difference between in-blood and on-skin applications of drugs, where some had to be applied on skin with a medical sprayer to avoid ODing people. It's almost like the chem changes weren't very well thought out.Anonmare wrote:This is off topic but I want to talk about it. Another thing I feel that medbay suffers from is the dominance of the patch. Patches are just the best means of getting chemicals into somebody, no ifs or buts. Patches aren't blocked by clothing (like pills and syringes are) and can hold more units than bottles and pills. In addition, in the time it takes to apply a patch, a syringe can only inject 5u while a patch dumps its load like a pill does.
I'm probably gonna make more enemies but I feel each application method should be different and distinct enough to make using them worthwhile.
No, I think that's pretty relevant in a chem/medbay rework topic. It's a pretty important and overlooked point too. Heck, I'd even go so far as to argue that trekchems wouldn't even have necessitated a removal if it wasn't for the existence of sleepers and patches. Bicard/sulf patches just instantly healed 40% of your wounds immediately, and everyone can agree that was retarded. I have noticed a trend in cobbchems though, in trying to encourage and occasionally force different methods of application. That being said, patches of current cobbchems are extremely dangerous to use due to the harmful side-effects, and I believe that's also been discouraging their use.Anonmare wrote:This is off topic but I want to talk about it. Another thing I feel that medbay suffers from is the dominance of the patch. Patches are just the best means of getting chemicals into somebody, no ifs or buts. Patches aren't blocked by clothing (like pills and syringes are) and can hold more units than bottles and pills. In addition, in the time it takes to apply a patch, a syringe can only inject 5u while a patch dumps its load like a pill does.
I'm probably gonna make more enemies but I feel each application method should be different and distinct enough to make using them worthwhile.
I was a heavy opponent of this system until just recently, and I can say that it's not too extremely dangerous to use anymore if at all. I don't see that "You feel a sharp pain your abdomen" usually ever anymore (if at all). At their current state, they are basically trek chems for all intents and purposes, just slightly less effective. Does this make it a good system now? No, it's still as bad an implementation as it was in all the iterations so far, but it's not as bad as the version where healing was shite and it did insane organ damage.deedubya wrote:No, I think that's pretty relevant in a chem/medbay rework topic. It's a pretty important and overlooked point too. Heck, I'd even go so far as to argue that trekchems wouldn't even have necessitated a removal if it wasn't for the existence of sleepers and patches. Bicard/sulf patches just instantly healed 40% of your wounds immediately, and everyone can agree that was retarded. I have noticed a trend in cobbchems though, in trying to encourage and occasionally force different methods of application. That being said, patches of current cobbchems are extremely dangerous to use due to the harmful side-effects, and I believe that's also been discouraging their use.Anonmare wrote:This is off topic but I want to talk about it. Another thing I feel that medbay suffers from is the dominance of the patch. Patches are just the best means of getting chemicals into somebody, no ifs or buts. Patches aren't blocked by clothing (like pills and syringes are) and can hold more units than bottles and pills. In addition, in the time it takes to apply a patch, a syringe can only inject 5u while a patch dumps its load like a pill does.
I'm probably gonna make more enemies but I feel each application method should be different and distinct enough to make using them worthwhile.
I tried to do this with trophazole, rhigoxane and thializid, but none of Cobby's new chems have the this property. Perhaps this is because Cobby doesn't think giving people medicine is fun and wants people to use surgery.Anonmare wrote: I'm probably gonna make more enemies but I feel each application method should be different and distinct enough to make using them worthwhile.
How about healing burn while you have water in your system?Dr_bee wrote:Well the goal of cobbymed is to make effective healing require someone else treat you instead of being able to self treat. Trophazole and Rhigoxane still suffer from this issue. They are fun to use however.
Trophazole's baseline brute healing should probably be baked in fully to the peptides, so it actually requires eating. This will make it a good alternative to surgery for brute, as it still requires the doctor prescribe a treatment, and a chef to fulfill it.
Rhigoxane on the other hand is a problem. While the administration via spray is neat it is still a pill chem. If it could only be administered by spray and had to be carefully administered it might follow the cobbymed theme.
Is there a way to make it work like Trophazole and healing viruses in that it needs to be activated by an action? I cant think of a theme that fits burn damage.
I would much rather the tier 2 chems be removed. You can tend wounds through clothing now, they arent really needed vs the more complicated and interesting chems.
Nah, I think those are legitimate concerns. People logically want ot spend as little time as possible in medbay, andTaraiph wrote: Snip
People acting like entitled dickbags when it comes to the bruise packs/ointments isn't anything new, and just something you'll have to force your hand on. Remember, they came in missing an arm and a leg, if they want to be treated they're at your mercy. If they don't like that, toss the fucker out. If he comes back in and refuses to cooperate, he's now an organ donor.Taraiph wrote:So I've been taking more time playing medbay, and one thing I've noticed that complicates procedures: the person you're supposed to be healing. I've cooled down a bunch on cobbychem since it's initial introduction (even though I still find many faults within its design), but I've noticed that pretty much no one else who plays has. If a dude walks in half-dead and I move in for surgery, my issues stop being "chemistry hates having anything to do with cobbychem" and moves to "no one wants surgery". The dude will legit start throwing a fit about how he doesn't need surgery and only wants the limited amount of ointment on hand or some other shit. Medbay, when it isn't under my direct control as CMO, basically turns into "the place you go to get hard drugs" because no one wants to deal with cobbychem, over a month later. The medbay meta (medbayta) has shifted in one direction and immediately stagnated. Can anyone else confirm my concerns, or am I just acting full-on taraiph again?
learn to play your roleTimonk wrote:Don't fucking remove first aid, this is the only thing that I use as MD for brute/burn and it fucking effective unlike foggernight and libtardial or ayyuri
why bother when new chems are being added every other day, while others are changedoranges wrote:learn to play your roleTimonk wrote:Don't fucking remove first aid, this is the only thing that I use as MD for brute/burn and it fucking effective unlike foggernight and libtardial or ayyuri
Super Aggro Crag wrote:no one lets me to wound tending surgery, they screech and piss at me until i chuck em in cryo for a few minutes
all i do now is chuck people in the toobs when i used to at least be able to slap a few dudes with some patches to get them to fuck off and stop bleedin on my floor
Everyone who likes playing doctor is waiting for the other shoe to drop. The role has changed a lot and nobody is gonna re-learn it until they're sure they won't have to learn it again in a few weeks. This goes double for optimal chem mixes, since the side effects started out so dangerous that people were afraid to experiment.wesoda25 wrote:why bother when new chems are being added every other day, while others are changed
Toxin healing isnt bad if you use Thalizid/Syriniver in 5 dose increments. 5 units is enough to heal like 60 toxin damage. But yeah, Multiver is dogshit. I miss old charcoal.Critawakets wrote:After the buff to cobbychems, people need to chill out because the main brute healing chemical is stronger than bicardine ever was. You only need 7 units to heal someone from critical condition to full health if it was only from brute damage and it causes only 10.2 liver damage which is basically nothing. Aiuri's downside can just be mitigated with oculine.
Toxin healing is kinda awful to do though.
This is the bit I don't get. Clearly, the intent was to ween people off of chems for dealing with burn/brute. I appreciate the new burn/brute meds being more usable now, though. But now it feels like TW isn't really a viable option until surgery's been upgraded, or someone's so far into crit that it'd honestly be faster to toolbox them and chuck them in the cloner. Plus it didn't deal with the fact that toxin damage is the hardest it's ever been to heal. If chems should be good at anything, it should be at dealing with toxin damage and diseases. Right now they're rubbish at dealing with toxins.Critawakets wrote:After the buff to cobbychems, people need to chill out because the main brute healing chemical is stronger than bicardine ever was. You only need 7 units to heal someone from critical condition to full health if it was only from brute damage and it causes only 10.2 liver damage which is basically nothing. Aiuri's downside can just be mitigated with oculine.
Toxin healing is kinda awful to do though.
Not true. Pent acid is unchanged and thializid/syriniver is really strong.deedubya wrote:Plus it didn't deal with the fact that toxin damage is the hardest it's ever been to heal. [...] Right now they're rubbish at dealing with toxins.
Okay I did that once but then bicardine got removed and now I don't know what that random chem in medical storage does to the patients eyes and whatever is getting damagedowanges wrote:
learnsies to pway your rolesies >///>
Thanks for the suggestion.Timonk wrote:We need a chem that slowly heals organ damage round start with no repercussions
i have decided to retroactively implement your suggestion through irony magic: you can now quickly heal small amounts of health via eating warm donkpockets with omnizine, healthy foods with vitamin, food in general with nutriment, and a new chem called 'granibitaluri' that tops off low amounts of health, included by default as 60% of most mixes in medbay such as aiuri/libital sprays, syriniver syringes, and normal patches.CPTANT wrote:I just want something that is useful for when you have about 0-20 damage that is easy to use and make.
Yell at sci to upgrade your shit. It goes plenty fast enough for me. The only time it's slow is if you're trying to fix 150+ wounds with basic tend wounds.Anonmare wrote:Please for the love of God, increase the healing rate on tend wounds, it is agonisingly slow even in ideal conditions
Food in general pretty sucks for healing. With the exception of warm donkpockets yes.carlarc wrote:i have decided to retroactively implement your suggestion through irony magic: you can now quickly heal small amounts of health via eating warm donkpockets with omnizine, healthy foods with vitamin, food in general with nutriment, and a new chem called 'granibitaluri' that tops off low amounts of health, included by default as 60% of most mixes in medbay such as aiuri/libital sprays, syriniver syringes, and normal patches.CPTANT wrote:I just want something that is useful for when you have about 0-20 damage that is easy to use and make.
also libital and aiuri are excellent for small damage healing, a single patch or spray will never harm you enough to do anything of any real amount, unless you like, forgot you welded open 3 walls before taking an aiuri pill
Ideal conditions would be experimental tend wounds with alien surgery tools, which I can assure you is quite fast.Anonmare wrote:Please for the love of God, increase the healing rate on tend wounds, it is agonisingly slow even in ideal conditions
Granibitaluri isnt supposed to be made, it is a filler chem for the meds in medkits so people dont use more of the cat2 chems than needed. before the dosages were too much and people ended up going blind or killing their liver after using 2 patches.CPTANT wrote:Food in general pretty sucks for healing. With the exception of warm donkpockets yes.carlarc wrote:i have decided to retroactively implement your suggestion through irony magic: you can now quickly heal small amounts of health via eating warm donkpockets with omnizine, healthy foods with vitamin, food in general with nutriment, and a new chem called 'granibitaluri' that tops off low amounts of health, included by default as 60% of most mixes in medbay such as aiuri/libital sprays, syriniver syringes, and normal patches.CPTANT wrote:I just want something that is useful for when you have about 0-20 damage that is easy to use and make.
also libital and aiuri are excellent for small damage healing, a single patch or spray will never harm you enough to do anything of any real amount, unless you like, forgot you welded open 3 walls before taking an aiuri pill
Granibitaluri is way too hard to craft for something that has such abysmal healing. I requires several heating steps and 4 layers of subcrafting.
Well that only makes it even less fitting to my description, doesn't it?Dr_bee wrote:Granibitaluri isnt supposed to be made, it is a filler chem for the meds in medkits so people dont use more of the cat2 chems than needed. before the dosages were too much and people ended up going blind or killing their liver after using 2 patches.CPTANT wrote:Food in general pretty sucks for healing. With the exception of warm donkpockets yes.carlarc wrote:i have decided to retroactively implement your suggestion through irony magic: you can now quickly heal small amounts of health via eating warm donkpockets with omnizine, healthy foods with vitamin, food in general with nutriment, and a new chem called 'granibitaluri' that tops off low amounts of health, included by default as 60% of most mixes in medbay such as aiuri/libital sprays, syriniver syringes, and normal patches.CPTANT wrote:I just want something that is useful for when you have about 0-20 damage that is easy to use and make.
also libital and aiuri are excellent for small damage healing, a single patch or spray will never harm you enough to do anything of any real amount, unless you like, forgot you welded open 3 walls before taking an aiuri pill
Granibitaluri is way too hard to craft for something that has such abysmal healing. I requires several heating steps and 4 layers of subcrafting.
I refer to the basic tend wounds with normal tools, which is what you'll be doing 90% of the time because operating tables+computers are at a premium with space, and willingless to make more, being the limiting factor.CPTANT wrote:Ideal conditions would be experimental tend wounds with alien surgery tools, which I can assure you is quite fast.Anonmare wrote:Please for the love of God, increase the healing rate on tend wounds, it is agonisingly slow even in ideal conditions