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MoondancerPony

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Everything posted by MoondancerPony

  1. They work pretty differently on the backend and making it use both would be a lot of unnecessary overhead for very little gain.
  2. I am heavily disappointed with how this change was put through. I support a full revert as well. The issue with making it not-purple so that it doesn't look like a research item is that... Zeng-Hu's theming is purple. Lore consistency is better than visual/intra-department consistency, IMO. Why not resprite the other items to fit instead, since they're absolutely ancient sprites anyway?
  3. That's correct, but you'd also get full slower, and the hunger drain rate would stay constant. If it's absorbed too slow, it'll drain faster than hunger is replenished, but I don't expect that to happen if it's set up right.
  4. If we only affected reagent processing, it would just make chemicals last longer and take effect slower. Stamina and hunger would be untouched. However, it is entirely feasible to make hunger deplete slower and change stamina somehow, as well, if that's desired.
  5. Essentially, what I've been told is that if there's a difference greater than 20 between the top and bottom, you're fine. 117/74 and 124/76 would be kind of worrying but not immediately life-threatening, I think. That said, as-is, blood pressure is just a proxy for oxygenation. I have a WIP PR that makes it its own thing on the way, which will hopefully work well with the changes by Myazaki. Other than the design issues pointed out by Skull, and some general gripes with the proposed redesign of the suit sensors console (it adds an extra step to viewing specifics about damage types, which is awful for EMTs and paramedics during mass casualty events), this is a pretty solid suggestion.
  6. It's named after Oseltamivir, brand name Tamiflu, while still being its own thing. This way it's clearly not an IRL drug and people won't get linked to the wikipedia page for it or whatever, while also not being a silly Star Trek reference. -mycin is a very common suffix for antibiotics. If it really, really needs to be made more obvious, most people know Penicillin, so I could also see using Thetacillin; however, Thetamycin is rather familiar to most of the playerbase as-is, and it's also named to be intentionally similar to vancomycin. Literally all of this is wrong. Diphenhydramine is an antihistamine. It prevents sneezing. It can cause drowsiness (I forget if I coded that in) like cough syrup. You may know it as Benadryl. Cough syrup is cough syrup, specifically I believe it was based off of codeine or dextromethorphan. It prevents coughing. It can cause drowsiness. These are entirely different chemicals. Let me give you a list of benefits and drawbacks for each: Diphenhydramine: Pros: Treats sneezing Cons: Does not treat coughing Does not treat fevers May(?) cause drowsiness Cough syrup Pros: Treats coughing Cons: Does not treat fevers Does not treat sneezing May cause drowsiness Overall, I am staunchly against all of these, as stated before. It feels condescending to our players to rename things to "infexicillin" and "viralivir". Besides, it's not like oxycodone treats oxygen damage. It'd be setting people up for a false precedent. I will, however, refrain from putting an official vote for dismissal, as I coded most of the things you are suggesting changing/removing.
  7. We should have two or more nurse slots. I would suggest two nurse slots, two surgeon slots, and one physician slot, or something similar.
  8. I dislike this. A PhD for a research position where most of what you're doing is grunt work is silly. This also overlooks the fact that lots of career researchers don't get doctorates, they get Master's degrees instead. Yes, doctorates get more funding, but a Master's lets you get into the field and workforce faster. It's kind of the entire point. At most, I'd be okay with changing it so that you need to be enrolled in or have completed some form of graduate program (a Master's degree or a doctorate, whether it's a Ph.D, PharmD, whatever). Even that seems like a stretch to me; undergraduate research is becoming a much, much larger and respected phenomenon. I don't mean that we should have 17 year old scientists, but this is super silly if your argument is 'realism'. As an example, someone with lots of AP/IB/CLEP credits (which is becoming more and more common) could start off as a sophomore or even a junior in undergrad their first year. That means they could possibly get their bachelor's degree at 20 or 21, then go straight into a Master's or PhD program, especially if they're in an early acceptance program (which isn't that hard to get into; for example, I got into it, and I'm dumb as a rock). Then it's just smooth sailing from there; you can get a Master's degree in a year and a half to two years, giving you a Master's at 21(.5)-23. If you manage to get into an accelerated master's program, that can reduce the time it takes to get a Master's by an entire semester in some cases; you'd get around a semester of your graduate coursework done as an undergraduate. In the unlikely scenario that someone starts as a junior and gets in an accelerated master's program, they could get a Master's at 21-22.5. If you're going for a Ph.D, you could still get it within four to seven years, meaning it would be anywhere from 28 (as a very high estimate of the lower bound) to 25 (as a low estimate). That said: Xenobiology is a dangerous field. You would definitely need some experience working under someone before you're allowed to work unsupervised. Also, no one will be leading Research without a graduate degree and workforce research experience. The entire point of a PhD program is to prove that you can manage a research project; having it be the requirement for a Research Director would make sense, and you wouldn't get a Command role without previously having experience in a research job unless you're an IPC. Therefore, I propose the following: Raise the minimum age for Xenobiology to 28; this implies a bare minimum of a graduate degree and several years of research under a supervisor, i.e. as a lab assistant. Raise the minimum age for Research Directors to 30; you'd need not only a graduate degree, but several years of work experience, ideally with NanoTrasen (or a competitor, assuming you later defect to NT). Keep the requirements for Scientists the same. However, this doesn't solve the core issue that I feel raising the minimum age is trying to fix: Bad roleplay, a lack of believable research characters, and a general unprofessional quality of roles that should be professional (like Xenobiologists dying every shift). Therefore, I am going to propose some alternate solutions to solve this problem that don't involve something that can easily be fixed by just increasing a number, though probably in another thread.
  9. Screenshots, as requested: And again after he was told to stop once before:
  10. I agree with Matt, but I also think that if any part of this change is reverted, the whole of it should be reverted. If security gets their maintenance access back, so should assistants, janitors, etc.
  11. Nooooo. Defibrillators don't fix asystole. I would rather die than add defibs that fix asystole. Just administer epinephrine, do CPR, and wait for return of spontaneous circulation. It should, ideally, not take long. If you want to add fibrillation for defibrillators to fix, be my guest, but they do jack shit for asystole. The purpose of CPR and epinephrine is to buy time while you fix the underlying cause, i.e. stimulant overdose, depressants, blood loss, high potassium (from potassium chloride/chlorophoride or broken kidneys), etc. H's and T's. Hypovolemia (low blood volume) Hypoxia (low oxygen) Hyperkalemia (potassium poisioning) Tablets/toxins (medication overdose, poisoning, etc.) Tamponade (not implemented yet, but might be soon. Chest internal bleeding causes the heart to stop. Tension pneumothorax (busted lung) Trauma (heart damage) These are all the ones you really need to know. CPR and epinephrine can help buy time to fix them or, in the case of trauma, poisoning, etc. undo the root cause itself. A defibrillator would just burn the patient's chest at best, if they're in asystole, and waste time in which you could be doing CPR. I'm going to be adding a similar item that can be used to automatically do compressions if someone's suit slot is empty, and (nor)epinephrine autoinjectors for cardiac arrest. The entire point is that you can't just defib someone and have them be better. You need to find the underlying cause.
  12. They look even worse when actually in-game, the detailed shading looks so out of place with the flat tile colors. Noooo thanks.
  13. These look really awful. Scrubbers and siphons, maybe. Canisters, absolutely not. Their shading is disgusting; the broken ones are even worse. I absolutely do not support this change.
  14. Definitely. One of the reasons I originally had synth deputy the first time was to have someone on the lore team who could also code. There's not really much to balance on the coder-side, anyway; it's really just something I do for fun in my free time. It doesn't take much time at all.
  15. There's a woeful lack of definition at all. The only attempts were by Muncorn, which made things way too complex and restrictive. Examples of this are the savant-versus-generalist lore, and the fact that most positronic brains actually have a digital as well as positronic component, as well. As am I. Like you said, it would only be for big offenders with multiple warnings; it'd be a discreet, gentle step towards revoking a whitelist if they don't quickly improve. It helps them realise what's on the line and is conducive to opening a dialogue with the person in question. Not particularly. I think it's a benefit; any issues I would have with someone would ideally be filtered through/tempered by you, meaning that people's complaints about my temper would hopefully be fixed as I would mainly be handling lore, not so much the personal/communication aspect. This is essentially exactly what I would like. I expect you to be open to discussion and dialogue on planned changes/ideas. I don't expect any issues with you regarding that. As a deputy, I expect essentially what you said already. Most of what I did before was brainstorming and refining ideas; I'd help improve ideas, or if they were potentially bad, I would try to dissuade people from them. An example of this was a plan to make all IPCs from one central faction, which I felt to be overly restrictive to player choice for no real gain.
  16. No, it treats damage. It doesn't freeze it. The only thing that can freeze damage is stasis bags, and either way my original point still stands. My goal is to make Medical involve thought and deduction and to slightly increase recovery times. My goal has nothing to do with malpractice. I've seen most chemistry mains prepare epinephrine for exactly this purpose. It's like inaprovaline but it also treats, albeit not very well, the highest damage type the patient has. Additionally, this isn't mutually exclusive with Brainmed. We've been planning to add things like defibrillators and a better blood system for a while now.
  17. The scanning is per-limb, so it takes longer and you could still miss something. It's mostly focused around deduction and diagnosis now. That is entirely different than cryo in-game. It's a complete non-sequitur. That works because it cuts off the blood supply and kills the tissue; if full-body cryo did that, it would only be useful for traitors trying to kill people. Cryo doesn't freeze damage at all. In fact, it leads to malpractice because clonexadone does nothing to treat internal bleeding, so patients bleed out and die in cryo. What you want is a stasis bag, which prevents you from accessing patients. The way you handle "patients with critical, extremely time-sensitive injuries" is something called 'triage'. That's fine; I was considering adding one to the sublevel for tough cases. It'd be out of the way to prevent people from jumping to it immediately and to encourage triage and diagnosis. I'd also be all for nerfing it too until it gets upgraded parts. However, I'd still like to do a test-run without body scanners, if possible. I worded it very carefully to make it not a false-positive; it's just an indication that you should check for internal bleeding, i.e. after using an ATK and giving iron/blood, check again and see if they haven't regained enough. If people choose to interpret "massive hematoma, potential internal bleeding" as "definite internal bleeding", that's their fault and not mine, but I'll see what I can do to reword it. Maybe make them give different messages? This is a bad argument in its premise, but I'll humor you. We have plenty of other cool sci-fi things. Sensors, stasis bags, incision management systems, handheld all-in-one vitals scanners, chemicals that aren't clonexadone/cryoxadone, rezadone, pure synthesised epinephrine, etc.. Cryo and advanced scanners prevent most of those from seeing the light of day because they're overshadowed by them. This is removing bad sci-fi mechanics from the sci-fi game to allow the rest of the mechanics to have their time to shine. The ultrasound and vitals scanner part of the scanner are entirely separate. Doctors and nurses can scan with the ultrasound while EMTs scan with the vitals scanner. They shouldn't really be doing more unless they're helping with triage. Overall, I'm considering adding chemical side effects to this PR and slightly un-nerfing things like the advanced scanner. Thoughts? It might make Skull kill me to have it be so unatomic, but I think they need to be together.
  18. They are not objectively worse. It changes Medical from a grindy, repetitive process into something that requires you to think even slightly. Cryo was incredibly broken and multiplied any reagents in it by ten, which some chemistry mains used to multiply hard to get chems exponentially using monkeys or similar. I suggested adding side effects that required brief observation and mitigation if necessary, like warfarin-induced skin necrosis (as a severe example) or indigestion (like thetamycin). I'd also like to add chemicals to avoid these side effects which also have their own side effects; you can give someone an anti-vomiting drug to prevent the nausea caused by thetamycin, but it has a chance of causing drowsiness. You can give them a slight stimulant like caffeine pills to offset it, but that could exacerbate their nausea or cause jitteriness that makes you drop items, etc. Sometimes you'd have to simply decide that the primary side effect isn't bad enough to warrant putting them on a drug cocktail that exponentially increases the number of potential side effects to watch for. I'd also love to add more drug interactions, i.e. mixing stimulants and sedatives amplifies the negative effects of both and nullifies their positive effects. You'd start having difficulty breathing, feel restless, anxious, and jittery, as well as drowsy. Mixing painkillers and alcohol is already a bad idea in-game, and the same goes for alcohol and most mental medications (I actually see them used the least out of all the medical chems, which is unfortunate!). Rest assured, this isn't the last and only PR I'm going to make to try and rebalance Medical.
  19. This has been mentioned previously. It's not like we don't have a wiki or anything, and additionally the changes aren't exactly that difficult. We already had malpractice all over the place because our medical system was similar enough to TG's and other servers' to cause massive confusion when things started to not line up; it was in this weird sort of uncanny valley situation where it was close enough for people to be dangerously comfortable with it when they shouldn't. I agree that six wonder-healing chemicals is way too much. Omnizine, tricordrazine, epinephrine, cryoxadone, clonexadone, and rezadone. That's why this PR removes two of those outright; I'd be fine with nerfing the others more but that would make this already unatomic PR even more unatomic. Cryo was incredibly broken both in terms of gameplay and in code. It was a nightmare to trawl through, and even though I tried to fix it I decided I'd be better off removing it. I and several others feel that these changes are a step towards making Medical more fun and less of a routine. This already shakes up the metagame of what chems to make and use; you can't make and use super powerful cryomixes anymore, so the most you can give in a single dose is 15u in a needle (sure, you can use two, but that's technically two doses). This is already a substantial nerf to Chemistry, but given that it allows you to still detect and reason about injuries with a little bit of thinking I don't feel it's much of a nerf to doctors themselves, especially since I'm adding mechanics like scan printing back.
  20. I wasn't aware that mannitol was temperature-sensitive. I'll probably just make it based on reagent temperature, like tricord is. Calling them IB false positives isn't really correct. It's an indication of excessive trauma that suggests the doctor should investigate possible internal bleeding; if they aren't regenerating blood like they should be, *then* you assume it's internal bleeding and not simply excessive trauma. It's not an indicator of internal bleeding, it's a sign that you should look for it with other methods like oxygen levels, unexplained blood loss, and inability to regain blood. I agree that Medical is not fun to play. However, I feel that this solves the issue, at least for me and several others; I think Prate summed it up pretty accurately. It makes it less of a boring routine and optimization problem and more of actual doctoring, without requiring that you know all sorts of medical terms and stuff. You won't fix everyone 100%. You might have to splint someone instead of do surgery. You might have to use a bicaridine overdose instead of surgery for IB. You might have to observe patients for a minute or two instead of sticking them in cryo and waiting for The Numbers To Go Down while they stare at a black screen and you twiddle your thumbs. I'd probably leave it to another PR, but in my opinion carpotoxin should just be made easier to get. Perhaps if aquaponics ever happens, that'll be how it's obtained.
  21. The PR: https://github.com/Aurorastation/Aurora.3/pull/7287 Removes cryoxadone and clonexadone. Reuses their recipes for two new chems, anadaxon and feredaxon. Anadaxon treats genetic damage. Feredaxon treats genetic damage, slight brain damage, and is a mild painkiller. Cryo cells are entirely removed. More sleepers and patient beds have been added to Medical. Handheld scanners now have a toggleable ultrasound functionality. You can now detect potential internal bleeding as well as foreign bodies by targeting the limb you want to check when scanning. Non-advanced handheld scanners have a chance for false positives for internal bleeding depending on how much brute damage has been done to the limb. Removes body scanners from the map; Research can still build them from essentially roundstart. WIP - Adds the ability to print scans from the ultrasound, similar to autopsy scanners. My goal for this is to make Medical actually require some critical thinking, practice, and time to solve things. It also makes it so that, if you aren't fast or smart enough, you won't be able to save everyone 100%. It prevents routine and challenges Medical players to improve. It's not more punishing for the sake of being punishing. Instead, it adds an element of deduction and analysis as opposed to "scan, print, put in cryo, send to surgery". I'm also hoping that by making everyone on the same footing, it can disrupt the clique-y nature of Medical and help new players integrate into the department better.
  22. I am in fact doing this, for those who are not in the know. (Also bumping this thread.)
  23. I mean. The biggest issue is that Sec players now no longer roll heist due to some tweak or another, I think, and they were the only reason we got heist anyway :agony: I'd be fine with reverting whatever PR caused this or finding the root issue and fixing that instead. One support from me, in my official dev capacity.
  24. It is not overly punishing at all, and I'd say it's proportional. At least in old telescience, they were rather difficult to make; they should now be even more difficult to make unintentionally given that portals use safepick, meaning they should only choose unoccupied turfs adjacent to the portal unless there are none. This is also not true, but even if it were, this seems more like an argument to revert it back to old telescience. You can revert them by constructing walls on all sides of the telepad but one, so that the echo MUST go into the unoccupied turf when it goes back. Additionally, they were even harder to revert in old telescience as you had to wait for them to get on the pad, whereas now they can just go back in through the portal. This is an issue but it is easier to fix than just outright removing them. I believe it was in fact a bug from Fowl's original implementation. An easy method would be to give them a memory of words said within their lifetime. It should be impossible for this to happen to ninjas except when teleporting into restricted areas like the vault. Normally you can only teleport into unoccupied turfs. This is just an argument to revert the bluespace disruptor PR. As I said already, it's definitely possible with portals and easier with old telescience. @ParadoxSpace was writing lore on bluespace with me at one point, and with his permission I'd gladly post the lore that explained not just echoes but also teleportation as a whole. Additionally, it doesn't prove that souls exist unless you believe that bluespace echoes are souls, for which there is no scientific evidence. Body switching is also highly experimental and dangerous and the people who did the original experiment almost got in a lot of trouble ICly for it. I agree. The random teleport powers are bad. They'd function fine without them. This is highly subjective. The biggest issues with them were introduced with portals, anyway.
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