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Everything posted by furrycactus
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This suggestion is for the implementation of a new Medical role that is explicitly dedicated to dealing with dead crew during a shift, and also offers some overlap between Medical and Security. Coroner being the basic version, and Forensic Pathologist being an alt-title perhaps. What would this entail? - The Coroner or Forensic Pathologist would primarily be the one that's responsible for the examination and identification of corpses, and the preferable role for conducting autopsies and autopsy reports. - They would also be responsible for proper storage and organisation of the morgue and any cadavers on station. They carry out any postmortem instructions in an employee's medical records (unless they have a religious component that is to be or can be performed by any Chaplain role currently aboard, in which case they should hand the body off to them), and generally ensure the deceased are properly handled until further arrangements can be made after the shift. - They would also ideally be the first person that handles cloning procedures, if available. Why? First and foremost, I believe this role would be a good idea, because there's always been a bit of a grey area between Security and Medical on who is qualified and should be handling an autopsy - when in reality, neither a Surgeon/MD/FT/CSI perform autopsies, but rather a Pathologist, as Pathologists are the ones that look at the causes and effects on the body of disease or damage. The closest thing we have to such is a Virologist; a scarcely played role, and you would be met with ridicule if you dared suggest that the Virologist handle an autopsy, even though they're actually technically the most qualified. A trend I've also noticed is a few CSIs claiming medical and surgical knowledge because "I have the knowledge because I can do autopsies", which while yeah that should be handled separately, it's a bit unrealistic, since CSIs and FTs don't do autopsies. Giving a role specific responsibility for handling the deceased also helps lighten the load on medical a little, because it's quite common that in hectic rounds, bodies are dumped in the temporary morgue or outside cloning for entire rounds, because regular doctors have better things to do than look after the dead, because triage. Doctors also often just stuff them in morgue trays without sorting their belongings either. Also, giving them the responsibilities for preparing bodies as per postmortem instructions gives players a chance to actually have their medical records followed properly, instead of just having their dead characters stuffed in a morgue tray for an hour, as is normally done. It can also give the various Chaplain roles a tie to Medical if certain crewmembers have religious notes in their postmortem instructions, and giving more interaction with a role like the Chaplain is always good. If given the responsibility of handling the medical aspect of cloning as well, it gives a tie-in with the psychiatrist, too. As in they're the ones that clone somebody, get them their treatment, and then have them handed off to the psych, or they're administered medicine from the chemist from them. Also adding a specialised role to cover autopsies and bodies can really help the roleplay aspect of that shine more, as most doctors are eager to finish it as soon as possible to get back to being able to treat living personnel. Some even drop or ignore autopsies entirely in favour of this. One role specifically made for it means a greater focus will be given to the job. Or if this seems like too much, at the very least, perhaps an alt-title for the Virologist called Pathologist. Give them morgue access if they don't already have it, and make them primarily responsible for cadavers and autopsies as well as viruses, perhaps? It's just not realistic to have regular doctors or a CSI cutting people open to look for a specific cause of death when it's a rather specialised field.
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Kitchen, Library, Chapel, Hydroponics, and Bar Overhaul.
furrycactus replied to BurgerBB's topic in Completed Projects
One quick note as well, the atmospherics systems in the misc. test area are never used because they're actually broken. There have been several times I've attempted to use them, however the button which is supposed to activate the siphon vent doesn't function, so there's no way of getting gas out of the chamber when you put it in. I'm certain that correctly mapped atmospherics features that actually work would be used. -
Triple posting because oof but I should probably be cataloguing every change I do. Fixed a couple missing zone tiles that I forgot to replace, added a Guest Pass terminal, also took it upon myself to quickly do an unrelated change as well and added adaptors/pumps to the three airlocks that no one uses on the main level because they're so slow, should stop those from not having enough air. EDIT: Also added some extra shutters for the Medbay Lockdown in places that made sense, like the external windows on the sublevel and interstitial level. They're all regular shutters, save for virology's, which are also blast doors in the relevant places. Seemed odd that those windows were all left wide open in a lockdown situation.
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I can tell that Fresh is genuinely interested in playing this species, and its interesting to see a diona that was grown and raised by a human. Its a nice and unique back story. He's also an excellent RPer in his own right, and all his characters are unique and interesting, and fun to interact with. +1
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10/10. Sounds kickass, and can help counter the stupidly strong bite that Vaurca have. +1
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Metabolism limiting based on chem type
furrycactus replied to BurgerBB's topic in Completed Projects
If you want to talk about absurd medications, look at Dexalin and Dexalin Plus, then. Regular Dexalin heals about 15 points of suffocation damage per unit, which is standard and more or less on equal terms with dermaline, bicaridine, and dyloveve. Dexalin Plus heals 300 suffocation damage per unit. 300. Per 1u. The threshold for death is 200 points of damage. Anyway, if we're going with this path, does that mean using tricord with anything will make everything slow down, since it heals every damage type at a slow rate. What about Rezadone as well, and Arithrazine? Is it just going to be covering cryox/clones and KeloDerm, or most medications? -
I've done what I could to reduce the amount of disposals pipes underneath walls, but there were a few spots where I couldn't avoid it.
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Metabolism limiting based on chem type
furrycactus replied to BurgerBB's topic in Completed Projects
Combining Kelotane and Dermaline allows burn damage to heal faster, because it's two medications metabolizing. But as a tradeoff, you heal less damage overall than you would if you used just dermaline. The same principal follows with cryoxadone and clonexadone, you heal a little bit faster with both medicines working. But is it really such a big deal? It's not exactly game breaking in any fashion. Dermaline, Kelotane, Bicaridine, and Dexalin are all pretty slow acting. -
As a CE main myself, yeah, I know where you're coming from. I'll see what I can do, but I can only get so far when I have three lines of disposals pipes that need to fit through a 2-tile-wide hallway section and sorting junctions to juggle.
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Wasn't able to find much room to move cloning closer to everything else. However, given that it's not used much, with people having DNCs and traumas being such a hassle to deal with without correct staff, it doesn't particularly need to be shoved into a higher traffic area. I did make another change though.
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Add Faction/Home System blurb information in Character Setup
furrycactus replied to ShameOnTurtles's topic in Archive
Huge +1, it sounds immensely interesting, and very helpful for new players, and even older players that might not be fully familiar with some factions but are interested. -
Made a few changes based off of feedback. The surface autopsy room was done away with, but if it's fine, I might actually go back and remove the virology autopsy equipment and put one back on the surface, because you don't really need to do an autopsy on someone that dies from a disease. Autopsy scanners wont even show anything but time of death. Anyway.
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I see, but there isn't any pump going back to the canisters, so one gas is put into a line, that's it, there's no way to get it back out of that specific line and back into the canister is desired. However I can see that's probably not necessary given the size of the laboratory and number of cells.
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Thank you for reminding me, I'll add one! The upscaling of halls and treatment rooms was quite intentional. Current med is much too compact in many areas, which makes navigating in busy situations rather troublesome. The more open layout in the halls is to actually give space for doctors and patients to move and be moved around, without people constantly running into each other, at worst, ripping patients off of IVs, at best making things annoying and stressful. Also, everything looks larger in map maker than it feels in-game. I had that thought too while making it. "This seems a little large..." But it felt fine once I actually tested it locally for any hiccups. - The new autopsy room isn't really a necessity, it was just a suggestion I was given by some medical players to save the hassle of going to the sublevel all the time for autopsies. I can remove it and repurposed the space if it's an issue. - I kept the waiting room there because it's also where the current waiting room is on the live map, and the Psych's overlook on the interstitial level had always seemed like a popular design choice, so I wanted to keep it as much as possible, but shifted over a little bit so the Psychiatrist can actually see if they have patients waiting. Moving the office down does seem potentially feasible however, but the treatment rooms would probably have to stay on the upper level, as there isn't much space for those unless I do a major shift in the floor plan and expand downwards more. - You're right on that one, that is a mistake, thank you for telling me. - It's true that a main level break room isn't required, but I added it at the encouragement of a few players, because it gives medical staff a secondary spot to roleplay without having to go far with medical. There's an issue where a large amount of the community just call medical chair RPers because they never leave reception, though whenever doctors do leave medical to try and socialize in the bar, at best, something bad always happens while you're away, or at worse, people tell you to go back to medical because you need to be there if people get hurt. Its a bit of a catch 22. A main level break room gives another spot for medical staff to go and stretch their legs, and have a friendly chat over a cup of tea, while still being within reach of the rest of medical if they're needed, which they generally always will be. No one uses the sublevel break room because of its distance from the rest of medical, and how iffy elevator times can be, it can be a major detriment to anyone that gets injured and needs medical attention as soon as possible. I personally didn't see much issue with adding it, as Engineering also effectively has two break rooms. Sure, the "official" break room is on the sublevel, but it's impossible to deny that the foyer is a bigger and better break room, complete with a vending machine, drink dispensers, and a microwave. Again, I can remove it if its a problem, but I thought it might be a nice feature.
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Making Solars Viable as a Power Source
furrycactus replied to furrycactus's topic in Completed Projects
If you eject the crystal, that isn't as much of a risk as the explosion won't reach them. If it does delaminate and damage solars, you don't need to do a full repair, just fix the necessary wires and panels, but yes, that will take a little longer. This won't solve all problems, because z-level explosions are absolutely fucked, but it will make the solars a bit more useful than they are now, which is entirely useless. In times of truly dire need, the Tesla can be set up as well, seeing as I fixed a few problems with the feasibility of that with my last PR. -
Those are the MediExpress lines. The current medbay has three of them next to chemistry. They're single-track lines not actually connected to disposals that work like an inter-department delivery system. Current medical allows deliveries to reception, storage, and surgery. In my version, it's storage, surgery, and virology.
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It's possible that I've bitten off way more than I can chew with this suggestion, but here goes anyway. This suggestion concerns effectively a complete design overhaul for Medbay, which I've been working on for the last few days after hearing and experiencing a lot of grievances with the current layout of Medical for a few months now. Cutting right to the chase, a lot of criticisms of the current layout are as follows: - The entrance no longer being connected to the main hall (this has got to be, by far, the biggest issue I've heard). - The cramped nature of General Treatment and the ICU area. There's a large amount of 1-tile wide walkways, and it's an absolute mess when you're trying to navigate with several wounded and several doctors in a critical moment. - Lack of a more spacious main hallway. The one large hallway that does exist is tucked along the backside of medical, and is only two tiles wide. While it isn't terrible, it doesn't help much for keeping high traffic areas decongested, because there needs to be a lot of walking through General and the ICU to get around places, unless you want to make more lengthy detours through other rooms. - Chemistry no longer being accessible to the main hall, or connected to reception. At the moment, the 'public' Chemistry desk is tucked further behind the waiting room and one or two airlocks that have access restrictions on them. There are buttons to open them in chemistry, yes, but I've noticed most of the time, people elect to not even bother, and it feels like it's slightly restricting any social aspect the chemist or pharmacist might get, because they're already a somewhat distant and antisocial role. - Surgery being up against the main hall. Self-explanatory. There are window tints, absolutely, but it just seems somewhat silly in general that it's connected to the main hall. And it just makes it much easier to smash in to steal tools, which is a huge pain for medical staff. There are of course a lot of positive things about the current layout as well, such as the larger reception having more room for doctors to sit and socialise, the reception overlook that the psychiatrist has on the interstitial level, and the MediExpress chutes that allows chemists or others to deliver items across medical in a much faster fashion in time sensitive situations, and of course, the EMT Bay now being connected to the main hall for quicker response to calls. Before I started trying to map out a new proposal, I knew I wanted to incorporate many of the new positives, while also trying to combat the negatives. The results I ended up with are below: As some might notice, I took a decent deal of inspiration from the old medbay's layout, mostly concerning the wide central hallway with each treatment room branching off from it. - Surgery is also almost a direct copy of the old surgery that we had. - General Treatment now has a much more open layout, and both body scanners were moved there, giving much closer access to them straight from reception and from the EMT Bay. - The ICU was moved upwards, and also given a very open entrance, and a connection to storage. - Storage was made smaller because it doesn't need to be huge. - Chemistry was given borosilicate windows, because working with liquid phoron is a requirement of the job, and it's a FAR greater fire hazard than Xenobotany, which also has borosilicate windows, will ever be. - Reception was returned to the main hall, while also retaining a larger area for medical staff to sit together in, and the Chemistry public desk is connected to reception once more. - Charlie Dove's memorial plaque was not forgotten, and was put inside reception as well, so less people drop cigarette butts on it, and so less blood and dirt is tracked over it. - MediExpress was kept, however a delivery line to Reception was replaced with a delivery line to Virology, so it's much quicker to deliver things that Virologists might request. - Cloning was untouched because it was perfect where it was. - The temporary morgue was expanded slightly, and given proper morgue trays, so we're not leaving body bags on the floor for half a shift. - A second small autopsy lab was added, connected to Cloning and the Temporary Morgue. People can't see in, so there's little risk of clones seeing their mutilated body being cut open and examined. A small staff break room was added on the main level, because no one uses the sublevel breakrooms. - The CMO's Office was made a tiny bit more compact. - The current waiting room and entrance was re-purposed into a joint Consultation and Psych Wing, with no access requirements on the waiting room doors, until you go upstairs, so it's easier for patients to actually get to the Psychiatrist of their own accord. The Psychiatrist's overlook was kept as much as possible, instead overlooking the psych waiting room, so they can see if people are waiting. The examination room was also kept even though it's almost never used. - The upwards and downwards pipes that go between the main level and the Psych level that are entirely separate from the disposals line have been reconnected to the main line, and the Psychiatrist gets a disposals bin in their office. They also have a sorting junction, if someone wants to send mail to them for some reason. - The Psychiatrist also has some wider hallways, with each treatment room branching off from it as well, though this is more for aesthetic purposes given that it's rarely a high traffic area. - Only sublevel change is the new express delivery line to Virology. Obviously I would appreciate feedback on this, as I'm sure it's probably actually a definite requirement given it's an overhaul of an entire department. Also please notify me if anything looks broken or missing! I did test it locally, it seems to be working fine on that front. EDIT: Link to the PR: https://github.com/Aurorastation/Aurora.3/pull/5263
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Yes, that was a mistake on my part when I mapped it in, but the PR was already merged by the time I actually noticed it. I can probably make a PR to fix it!
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As an Atmos main, yeah, those cyan pipes absolutely won't function properly. At best, you'll only have the gas siphoned back into the cyan pipe and it wont be able to go anywhere else, save for back out the air vent, and then back into the scrubber, ad infinitum. Unless that was the intention, of course.
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Making Solars Viable as a Power Source
furrycactus replied to furrycactus's topic in Completed Projects
I did keep in mind that they shouldn't be a godly form of energy generation. The maximum of 1mw output will only happen if you have each solar array set up. When completely unobstructed by the asteroid's rotation around the sun, each array will output a small amount over 250000W. Similar to how the old Tesla SMES worked before my previous mapping overhaul, some efficiency was lost because each SMES can only input and output 250000W at max. Again, I did locally test it, and I got an hour in on a station powered between 800000W-1000000W. There were minor fluctuations in a few areas, such as Toxins Hell, a Kitchen staffed by a god cooking like a madman with every piece of equipment they have, and an "oh god why has the atmos tech used high power pumps for everything" atmospherics setup. This limit was fully intentional. You need to set up all four solar arrays to be able to adequately power the station, and given that one or sometimes two arrays will be blocked from the sun, power will fluctuate between 800000W and 1mw, but it CAN keep the station powered, unless people start guzzling endless amounts of power, which will be a problem on higher pop rounds. It also gives an incentive for engineers to get creative for ways to get more power out of them, and on high pop rounds, keep them as a viable backup source. There are two or three crates for extra solar panel construction outside telecomms, on the roof, and I think inside engineering storage, so those can be used by engineers to make more solar panels (perhaps by extending the roof array since it has the most room) to increase energy production if more power is needed. The bottle-necking issue posed by the SMES can be bypassed either by upgrading it, or even additionally wiring the solars directly into the main grid. On lowpop, however, they can be more viable on their own. The lower output was an intended tradeoff for relative ease and safety of the solars. Also, for remote access, the Solars SMES units already can be remotely accesses through the RCON program, but APCs cant. I know on TG there is a console in the CE's office that allows remote access to APCs. Maybe someone better at coding than me could propose a port of that, however I'm clueless when it comes to that kind of thing. EDIT: Jesus Christ I had to edit this post about five times because I tried writing that as soon as I woke up. Never do that, kids. -
What it says on the tin, essentially. As it stands, the solars are honestly shameful. There's three tiny arrays by telecomms, and a somewhat larger one on the roof, but even with them all active and outputting power, they don't make enough power to really be worth anything. They can barely power a single department on our absurdly huge and power-hungry map, and they're nearly worthless as emergency power. So my suggestion is to make them more viable one of two ways. Either increasing the overall amount of power a solar panel can create codewise, or just mapping the solar arrays to be bigger. I don't so much know how to do the first one, but I can do the second one, which I've got examples below. I tested the above changes locally, and each each array set up, roof included, it was enough to keep the station powered by itself, with the maximum output available being 1mw due to each solar array SMES bottle-necking power. I believe this change is beneficial because, as mentioned earlier, solars in their current state are frankly useless, and this also offers more freedom for power generation options for the engineering staff. Having a third viable option for power can be helpful, because then there's power options that can cover the bases for most engineering roles. Those that specialise more in atmos can do the Supermatter, others could do the Tesla, and electricians can wire up the solars. Or it just simply lets people have the freedom to choose if they want to do something different or not. And given the somewhat unforgiving nature of both the Supermatter and Tesla, the solars can offer an easier and nearly entirely safe power generation alternative for engineers that don't feel up to setting up one of the big two, while giving a small but not crippling reduction to overall power the station can have. Any and all feedback is welcome and encouraged, positive or negative!
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Honestly I adore the change. The only thing I'm a little worried about is the entrance into the crusher just having a straight path into the giant open pit. If someone's lagging a bit or they come in not expecting it, they could just fall straight in. The complete openness of it just fills me with anxiety.
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Doxx is a player that I often find myself wishing very much that I got to interact with more. From what I can always see, their characters are always well thought out, and they're a very, very good roleplayer. I love the way they used all three faces of the war, and how the character so easily ends up falling for propaganda from several sides while searching for a place. And it's quite clear that a lot of time and thought went into the backstory, which is of a very high quality. Huge +1 from me, I honestly really hope I get to see you as another cat in engineering!