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Additional Chems and Recipes (Drugs and Addictions)


BurgerBB

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Basically the gist of it is that I want to port other chems, elements, and their recipes from other servers and add it to Aurorastation, with the exception of meme chems. Drugs included, as well as additions using the trauma system. Potentially I also want to add reagents having temperature, but I'll do the easy things first. Here are the chems and compounds I want to port:


GoonStation

Ephedrine (Stun reduction chem, prevents oxyloss)

Epinephrine (Stun reduction chem, prevents oxyloss)

Haloperidol (Reduces the effect of drugs)

Mannitol (Reduces brain damage)

Menthol (Stabilizes body temp)

Morphine (Super Pain Killer, Addictive)

Mutadone (Cures mutations)

Omnizine (Tricord but better)

Salbutamol (Dexalin Alternative)

Saline-Glucose Solution (Weaker Bicard + Kelotane alternative)

Silver Sulfadiazine (Kelotane Alternative)

Styptic Powder (Heals brute damage immediately on touch)

Pentetic Acid (Anti-rad)

"Grouch" aka Crank (Addictive Super painkiller and stun reduction chem. Martian street drug.)

"Catnip" aka Cat Drugs (Addictive painkiller, Causes the user to vibrate excessively. A Eridani street drug create drug targeted towards Tajara.)

"Guwan Dust" aka Krokodil (Addictive Super Painkiller and brute regeneration chem. A synthesised drug based on a flower found in the deserts of Moghes.)

Methamphetamine (Addictive super painkiller, stun reduction chem, speed boost chem. Good ol' sol meth.)


/tg/station

Oxandrolone (Kelotane Alternative)

Perfluorodecalin (Dex+ Alternative)

Atropine (Super Tricordizane)

Potassium Iodide (Anti-Rad)

Corazone (Heals heart + liver)

"Slug Salts" aka Bath Salts (Addictive Super Painkiller that makes the user immune to stuns and sleep use by Skrell Degenerates.)


Baystation

Adrenaline (Inaprovaline Plus)

Oxyphoron (Mix Water + Phoron, great flammable.)

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1) Should we be concerned about the multiple drugs that are stun-immunizing super-painkillers?


2) It's REALLY going to hurt my feelings if we port both "epinephrine" AND "adrenaline," as different substances... For anyone unawares, these are different names for the same chemical.


Otherwise this all seems pretty cool. I don't mind any redundancy, it adds ~~flavor~~

Plus, morphine is a must-have, I've been hoping to see it in for some time. I want security to order like a box full of 5-unit syringes of it from a chemist when they're on code red, so they can be dished out like those army first-aid needles

Finally, since it doesn't get rid of any existing chemicals, it really doesn't make medical players' lives any harder, whatsoever. You can still just treat things the same way as always, this just gives you a few more options to be more effective if you want to learn more about the new medicines. It raises the skill ceiling without changing the skill floor


+1

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I admit myself that I'm a little unclear how a 'salt and sugar' (what's what a saline-glucose solution is) in water mixture would help with burns and injuries. At best, it's the kind of thing you would use on an IV drip for someone who can't eat, not a medicine.

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Administering a saline (or saline+sugar) solution is a common step-one in treating burns, according to these papers. This is because one of the major damages from a burn injury is fluid loss, and the salt helps you retain fluid better.

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3038406/ (saline+dextrose)

https://jamanetwork.com/journals/jama/fullarticle/326426 (saline versus plasma+dextrose)

Praise Google, etc.

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A lot of these seem extremely redundant. While Bauser is right and it doesn't really make chemist lives harder to have more options (Though it's more recipes to have to know. You may be a chemistry pro, but please consider those that are still trying to get used to it), I'm really just wondering what the point is of having multiple drugs do the same thing. It feels like unnecessary bloat, and just more chemicals for new players to have to learn. I don't play on other servers, so please humor my ignorance.


What would be the difference between Alkysine and Mannitol? Hyronalin, Potassium Iodide, and Pentetic acid? Omnizine and Atropine? Leporazine and Menthol? Why do we need alternatives to Dex and Dex+?


A lot of these new additions I'm behind with a +1, but these redundant ones we have medications for already... why? Medical is already daunting for people without having to learn the names of three medications that do basically the same thing. And if the healing effect is different (Pentetic Acid being weaker than Hyronalin, for example, if that is the case), I mean... Okay. But a lot of these are already so specialized they're barely used, so I guess I don't see the need for alternatives. I don't feel the redundancy is worth whatever "flavor" might come from it.

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I was brought back to my TG chemistry days reading this. Initially I thought the TG chemicals were all going to be exactly the same, but I'm glad to see they're not. I thought it seemed a little odd to have several chemicals that all heal the same thing, but I can see that they're actually not the same on the github thing.


I am a little curious about how you've described Omnizine as "tricord but better", but on github, it heals less damage per unit all across the board. Tricord heals 6 oxy, 3 toxins, 3 burn, 3 brute per unit, but you've listed Omnizine as healing only 1 of each damage type instead, which seems a direct downgrade, especially since you listed tricord as one of the ingredients to make it.

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"Epinephrine will heal 5 damage per half-second of the highest damage type (BRT/BRN/TOX/OXY) per unit per second if the target is below critical health"

Does this make epinephrine a sort of miracle drug for stabilizing/preventing death for anyone who becomes critically wounded? By this wording, I have to assume it changes its healing target once the most-damaged attribute changes?


I like it that way, it seems nice and simple from a gameplay standpoint that an epinephrine shot can be reliably employed as an emergency stabilizer no matter what damage someone suffered - since that's kinda how people envision epipens working, just like a last-ditch "please don't die" drug - but I'm not sure others will share my sentiment since I I don't know if there's a real-world justification for making it heal every type of damage.


And to clarify the significance of mannitol, will it be able to make cloning perfectly viable even in the absence of a psychiatrist/CMO? The fact that its curative effects are increased when a patient is below 170K body temperature (I.E. in a cryo cell) seems to suggest this is what it's for. And that will be a nice change of pace, too, since cloning has really been taking a beating since those brain damage changes.

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I was brought back to my TG chemistry days reading this. Initially I thought the TG chemicals were all going to be exactly the same, but I'm glad to see they're not. I thought it seemed a little odd to have several chemicals that all heal the same thing, but I can see that they're actually not the same on the github thing.


I am a little curious about how you've described Omnizine as "tricord but better", but on github, it heals less damage per unit all across the board. Tricord heals 6 oxy, 3 toxins, 3 burn, 3 brute per unit, but you've listed Omnizine as healing only 1 of each damage type instead, which seems a direct downgrade, especially since you listed tricord as one of the ingredients to make it.

 

Yeah I went against the plans because I wanted to make a chemical that wasn't just tricord but better. I made omnizine incredibly versatile and non-doctor friendly instead.

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I actually like Omnizine being at the same effectiveness when inhaled/ingested. The inhalers were a good addition; giving them more utility is great. You could even stock an inhaler full of it in some first-aid kits for ease of use.


Mannitol is interesting because you could throw it in a clonex mix beaker. Might be better if you changed it to only working below 170k, like clonex/cryox. Right now it just seems like a better alkysine, since it metabolizes quicker and has additional effects.


Also, could you list the theoretical overdose limits for these medications?

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And to clarify the significance of mannitol, will it be able to make cloning perfectly viable even in the absence of a psychiatrist/CMO? The fact that its curative effects are increased when a patient is below 170K body temperature (I.E. in a cryo cell) seems to suggest this is what it's for. And that will be a nice change of pace, too, since cloning has really been taking a beating since those brain damage changes.

 

I want to point out that this cures a rather small number of traumas (See https://wiki.aurorastation.org/index.php?title=Psychologist#Mental_Trauma for reference) and would thus more likely be a 'Hope they have that one' drug (or more likely literally just a direct upgrade to Alkysine.) But I also want to point out that any doctor can diagnose traumas and prescribe psychiatric medication. As such the only staff actually required is an MD as well as either a CMO, Psychiatrist or Chemist (But only one of the above.) (Reference for that, as well https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine#Mental_Trauma_and_Policy )


On the topic of this as a whole, I can't see Omnizine and Atropine being used whatsoever, and more likely only further skewing the best chemistry loadouts. I already pre-mix 5u of Dex+ with my bottles of Dylovene and Inaprovaline and thus 5u of both bottles gives me essentially it but instantly curing all oxygen damage instead of curing oxygen damage very slightly faster. I feel like Atropine would be useful if Epinephrine wasn't being added, and Omnizine feels mostly useless. However, I very much like Epinephrine (because reaching a patient in the mines 10 seconds before they bleed to death regardless of your treatment is possibly the worst feeling in the entire game) and Mannitol feels, as stated, like just a direct upgrade to Alkysine.

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