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Pharamcy Fabricator:


Soultheif96

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Posted

Suggested Addition:

I suggest we add a wall-mounted fabricator to allow creation of the following items: Pill bottles, Autoinjectors, and Autoinhalers. Along with that, five sheets of plastic nearby.

Given value of one material sheet is 2000 material points, so we have 10000 material points in total. A pill bottle would take 500 plastic. An autoinjector would take 1500 plastic points. An autoinhaler would take 1000 autoinhaler. We would be able to have twenty pill bottles, six autoinjectors, and ten autoinhalers at roundstart with the dispenser. Currently, we have fourteen pill bottles, seven autoinjectors, seven autoinhalers right now. 

This will require a sprite and borrowing a bit of autolathe code if someone is able to pick this up.

Reason we need this change:

As of now, pill bottles, autoinjectors, and autoinhalers are difficult to obtain apart from current supply and requires speaking with cargo to collect, costing about 2000 cR a box of autoinjectors. This is a lot on the medical's budget and with BrainMed being merged, the autoinjectors will rise in use given that adrenaline, epinephrine, and inaprovaline are life-saving medicine that is best used in a quick span jab to resuscitate a patient. Normally we would go through a whole box (7 autoinjectors) on one medicine, which is great, but we don't have enough for more than two types of life-saving medicines. Additionally, we have pill bottles, we burn through them like candy when we get patients with prescriptions or when we fill out our own list (Normally 2x Iron, 1x Copper, 1x Hyronalin, 1x Ryetalyn, and 1x Ipecac.)

Pros and Cons:
 

Pros: With these added, we can create at least two sets of autoinjector of medicine and address additional medical requests or prescriptions if need be in a reasonable time. We can also purchase one stack of plastic, giving us 100000 plastic, which will practically last the whole round, if not way more.

Cons: Autoinjectors are absurdly powerful since it pierces through even hardsuit armor, so poisons like cyanide would be abused at ease due to easily fabricated autoinjectors. Autoinhalers are rarely used apart from dexalin plus.

Posted

The issue with that is it increases the need to ask science or cargo for these items and forces further reliance on those two when they could easily print off from their own limited fabricator, taking just a few seconds instead of five minutes of asking, walking, and collecting the requested items. More so when you pay for these items from cargo in bulk.

Posted (edited)

All of these things are in the Pharmacy locker, the CMO even has a box of, I think, autoinjectors in their locker, too. Why do you want/need more of that stuff? Do you really run out of it?

 

with my 400th post I want to greet my mum, hi mum!

Edited by KingOfThePing
Posted
7 minutes ago, Soultheif96 said:

The issue with that is it increases the need to ask science or cargo

This is not an issue. This creates interaction and RP. Leaving your department is good. Running out of supplies now and again and having to make do is good.

Posted (edited)
12 hours ago, Doxxmedearly said:

This is not an issue. This creates interaction and RP. Leaving your department is good. Running out of supplies now and again and having to make do is good.

It is ive had scientists straight up tell me no when i as for something from the autoloathe besides you cant deny that people coming to ask for the same gear over and over is going to get real old real quick

 

Edited by Randy
Posted
13 hours ago, Soultheif96 said:

Suggested Addition:

I suggest we add a wall-mounted fabricator to allow creation of the following items: Pill bottles, Autoinjectors, and Autoinhalers. Along with that, five sheets of plastic nearby.

Given value of one material sheet is 2000 material points, so we have 10000 material points in total. A pill bottle would take 500 plastic. An autoinjector would take 1500 plastic points. An autoinhaler would take 1000 autoinhaler. We would be able to have twenty pill bottles, six autoinjectors, and ten autoinhalers at roundstart with the dispenser. Currently, we have fourteen pill bottles, seven autoinjectors, seven autoinhalers right now. 

This will require a sprite and borrowing a bit of autolathe code if someone is able to pick this up.

Reason we need this change:

As of now, pill bottles, autoinjectors, and autoinhalers are difficult to obtain apart from current supply and requires speaking with cargo to collect, costing about 2000 cR a box of autoinjectors. This is a lot on the medical's budget and with BrainMed being merged, the autoinjectors will rise in use given that adrenaline, epinephrine, and inaprovaline are life-saving medicine that is best used in a quick span jab to resuscitate a patient. Normally we would go through a whole box (7 autoinjectors) on one medicine, which is great, but we don't have enough for more than two types of life-saving medicines. Additionally, we have pill bottles, we burn through them like candy when we get patients with prescriptions or when we fill out our own list (Normally 2x Iron, 1x Copper, 1x Hyronalin, 1x Ryetalyn, and 1x Ipecac.)

Pros and Cons:
 

Pros: With these added, we can create at least two sets of autoinjector of medicine and address additional medical requests or prescriptions if need be in a reasonable time. We can also purchase one stack of plastic, giving us 100000 plastic, which will practically last the whole round, if not way more.

Cons: Autoinjectors are absurdly powerful since it pierces through even hardsuit armor, so poisons like cyanide would be abused at ease due to easily fabricated autoinjectors. Autoinhalers are rarely used apart from dexalin plus.

A big +1 from me has a lot of potential for good

Posted
3 hours ago, Randy said:

It is ive had scientists straight up tell me no when i as for something from the autoloathe besides you cant deny that people coming to ask for the same gear over and over is going to get real old real quick

 

That's their right (and cargo also exists). This is a roleplaying platform, and sometimes with RP you don't always get what you want. If this prevented you from doing your job at all it would be a different story, but when it comes to getting excess supplies after you've used your (frankly extremely generous) starting stock, you need to put in extra legwork. We need to encourage more inter-department interaction, not make each department totally self-sufficient.

No, it won't be old. A cargo character's job is to process orders. Some hydroponicists, security officers, and chefs place an order each round, like clockwork. I see roboticists coming to engineering every round asking for things. This is enjoyable. If you are denied something from a department, or there's nobody in that department... well, tough? Not every round is going to see your wants fulfilled.

Posted
22 hours ago, Doxxmedearly said:

That's their right (and cargo also exists). This is a roleplaying platform, and sometimes with RP you don't always get what you want. If this prevented you from doing your job at all it would be a different story, but when it comes to getting excess supplies after you've used your (frankly extremely generous) starting stock, you need to put in extra legwork. We need to encourage more inter-department interaction, not make each department totally self-sufficient.

No, it won't be old. A cargo character's job is to process orders. Some hydroponicists, security officers, and chefs place an order each round, like clockwork. I see roboticists coming to engineering every round asking for things. This is enjoyable. If you are denied something from a department, or there's nobody in that department... well, tough? Not every round is going to see your wants fulfilled.

You cant seriously tell me having someone come several times a shift asking you for the exact same thing over and over is somehow beneficial and generates "rp" because it isint and it doesnt the only thing it generates is boredom and frustration.

By your logic we should just remove the autoloathe all together and open up sweatshops where people could do the mind numbing task of hand crafting everything for the sake of rp

Posted
Just now, Randy said:

You cant seriously tell me having someone come several times a shift asking you for the exact same thing over and over is somehow beneficial and generates "rp"

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Yes. Not everyone asks for meds for the same reason and there's always room to scrutinize as to why someone's inquiring for something that isn't normally prescribed to them. Even smaller interactions can pave way to making friends with others. 

Don't take this so seriously.

Posted
14 minutes ago, Scheveningen said:



Yes. Not everyone asks for meds for the same reason and there's always room to scrutinize as to why someone's inquiring for something that isn't normally prescribed to them. Even smaller interactions can pave way to making friends with others. 

Don't take this so seriously.

eh, annoying someone over and over for the same exact thing is hardly the basis of a friendship

as far as "taking it so seriously" goes im not the argument that making someones job brain numbingly boring creates interaction is just stupid and its the same garbage argument that gets repeated over and over regardless of what someone is proposing

 

 

Posted
1 hour ago, Randy said:

By your logic we should just remove the autoloathe all together and open up sweatshops where people could do the mind numbing task of hand crafting everything for the sake of rp

That's a hell of a ridiculous leap in what I'm saying and it's pretty clear to me that there's nothing to gain by engaging you any further in this. I've said all I needed to say.

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