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@SomeguyManperson
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@SomeguyManperson SomeguyManperson commented Sep 2, 2021

Github documenting your Pull Request

Sleepers no longer have chemicals they inject (aside from morphine), instead they will slowly provide an effect over time, with effects being unlocked by manipulator tier

tier 1: treat injuries: heals 2 points of brute and burn damage per process
tier 2: repair organs: heals 0.2 point on a random damaged organ every process, more organs healed with higher efficiency (reduced to 0.05 if the patient is dead)
tier 3: purge chemicals: heals 2 point of toxin damage and purges units of every present chemical by 0.5 point per efficiency up to 2
tier 4: if the occupant falls into (or is in/past) hardcrit, they are put into stasis, preventing them from dying like an idiot

Morphine is still available with the "sedate" button, allowing up to 20 units to be injected. I'd add epinephrine but tgui decided it didn't like me doing that and I can't be assed to find out how to fight it

image

Wiki Documentation

see above roughly the same information

Changelog

🆑
rscdel: sleepers no longer inject healing chems
rscadd: sleepers now heal passively over time, with different forms of healing being unlocked by different levels of parts. They're still kind of slow.
/:cl:

@Yogbot-13 Yogbot-13 added Feature This adds new content to the game Javascript This PR contains javascript code. Revert / Deletion Altoids is probably mad about this labels Sep 2, 2021
@github-actions github-actions bot added the tgui This PR affects TGUI label Sep 2, 2021
@Marmio64
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Marmio64 commented Sep 2, 2021

I'd rather keep it the same but have a limited chem storage that regens very very slowly and it can only inject up to 5 units so patients stay longer and sleepers are for small, infrequent injuries. This one is just an auto tendwounds surgeon

@Moggram
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Moggram commented Sep 2, 2021

this seems more like a auto doc, but I still think its cool.

@Moja10
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Moja10 commented Sep 2, 2021

Why not just make the chemicals have to be filled manually by the chemist, along with this function? That way doctors without a chemist can function, and doctors with a chemist function even better, but still slower than before because lmao no free chems.

@SomeguyManperson
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Why not just make the chemicals have to be filled manually by the chemist, along with this function? That way doctors without a chemist can function, and doctors with a chemist function even better, but still slower than before because lmao no free chems.

can't chem just like give doctors the fast healy chem pills and/or put them in a chemfridge and announce their existence

@maxion12345
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this sounds like cyro but without the cyro

@SomeguyManperson
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this sounds like cyro but without the cyro

yes

@Anvilman6
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Have thoughts on this I will give after work
Elements I like here, but also ones I think can be changed

@BlueishTsunami
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BlueishTsunami commented Sep 3, 2021

agree this is basically just cryo, but slower. Also, it seems if you close the sleeper with no one in it, it is stuck closed. To add context, i closed from inside the sleeper menu, and cannot open with alt+click or using open button

@SomeguyManperson
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Specifically, in its current state the sleeper is the end all at nearly all stages of triage. Dying person? jam them in a sleeper and inject them with everything, heavily injured? jam in sleeper inject with everything, lightly injured? jam in sleeper inject with everything. This heavily reduces the worth of pre-made chemical pills or patches that aren't specifically for virus cures or meth, using cryo, or even using the tend wounds surgeries which are faster than most chemical mixes. Additionally, someone who's been healed with a sleeper doesn't need to stick around in medbay to get healed.

The purpose of this change is to make the time investment of the patient for sleepers more in tune with the time investment for other sources of healing, while promoting the use of actual chemical healing from chemistry and tend wound healing from medical doctors. Cryo can be optimized by chemists to inject a mix of several chemicals to many more people than using them manually, since cryo duplicates chems which is more efficient with higher tier parts. Surgeries are made much faster at higher tiers of surgery research as well, generally taking under a minute of treatment with large reductions per level of research.
Sleepers on the other hand require literal seconds of treatment, all you have to do is get the person inside, then click the buttons for the healy chems and they are set. At 10 units, each chemical will heal at least 100 points of damage over its lifespan, while the patient is free to do whatever they want unlike other treatment methods save for chemical healing from chemistry which requires chemists to actually do their job, which is currently completely ignored in favor of sleepers.

I don't want sleepers to have some skill floor or maintenance floor since they are the easiest item in medbay to use in a pinch, being able to heal with just themselves and a single outside operator who doesn't need to know much aside from what the buttons do. I'd rather make them inoptimal for actual doctors to use so they are pressured to apply other healing methods in medbay first than add some skill floor to make them more "intuitive"
why don't people use cryo? it's considered noob bait and knocks out the patient for a long time, making them vulnerable
why don't people use surgery? it's too trust oriented even if you don't need to use anesthetics for tend wounds surgeries, you're still on a table resting which lowers your movement speed, and you likely aren't wearing clothes or armor making it easier to get killed
why do people use sleepers? the worst thing that can happen (usually) is getting injected with morphine, which has several tells before it knocks you out, or getting overdosed, which gives a nice large warning for the patient who is able to easily react to it. it is the fastest and safest form of healing that anyone can use anywhere.

The non-damage healing parts are to give sleepers a spot even in a medbay that wouldn't need their slow healing. As we lack a fast way to purge chemicals, and any real way to actively heal organs outside botany, those seemed like a good set of tools to give to the sleeper.

@Bibby0110 Bibby0110 changed the title Reworks the sleeper to make the rest of medbay more worthwhile to use Reworks the sleeper to it passively heal instead of using chemicals Sep 3, 2021
@Bibby0110
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Updated your title to actually describe what the PR does

@Bibby0110 Bibby0110 changed the title Reworks the sleeper to it passively heal instead of using chemicals Reworks the sleeper so it passively heals instead of using chemicals Sep 3, 2021
@Sniblet
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Sniblet commented Sep 3, 2021

For every medical change we let him get away with he will merge three more, someone stop him before we turn into Bay. This is a slippery slope argument but it's real
Thoughts/concerns
-Medbay is more and more dependent on surgery, mediborgs and cryo with everything you've done to it
-Or chemistry, but no one plays chemist to help people and this won't change that. It's Fails-With-Numbers' job every single round to make sure chemistry does anything but fill up with randomnames at roundstart for no reason, carpet the lobby, and then grief
-Salbutamol is dead. Treating oxyloss is going to be rough
-Why did we remove chemistry macros again
-Clockwork sleepers too? Clockies don't have a timely way to do chemistry or surgery and most of them don't know that the slab has spells, especially if they're turning to those sleepers to begin with

@SomeguyManperson
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For every medical change we let him get away with he will merge three more, someone stop him before we turn into Bay. This is a slippery slope argument but it's real
Thoughts/concerns
-Medbay is more and more dependent on surgery, mediborgs and cryo with everything you've done to it

yes

-Or chemistry, but no one plays chemist to help people and this won't change that. It's Fails-With-Numbers' job every single round to make sure chemistry does anything but fill up with randomnames at roundstart for no reason, carpet the lobby, and then grief

yes, people might be more prone to making healing chemicals now that they won't just catch dust in the chemfridge because the sleeper does that but better. "good" chemist is a thankless job currently since the only chems you'll be making are the CMO busting in from virology or to virology for a cure/vaccine and synthflesh people just kind of expect to be there

-Salbutamol is dead. Treating oxyloss is going to be rough

perf still exists, the main downside to perf is that the toxin damage can't be easily treated outside of medbay, which you generally should be in if you are treating oxygen damage with a sleeper

-Clockwork sleepers too? Clockies don't have a timely way to do chemistry or surgery and most of them don't know that the slab has spells, especially if they're turning to those sleepers to begin with

I might get back to that one at some point but people should kind of learn what antag abilities they have access to regardless, and the clockie sleeper does also use vitality to heal over time which will make it a bit faster

@adamsong adamsong dismissed their stale review October 10, 2021 22:09

Changes made

Yogbot-13 added a commit that referenced this pull request Oct 10, 2021
@adamsong adamsong added the Test Merge - Scheduled This PR is waiting to be test merged label Oct 10, 2021
@BobTheButton
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Why not just make the chemicals have to be filled manually by the chemist, along with this function? That way doctors without a chemist can function, and doctors with a chemist function even better, but still slower than before because lmao no free chems.

you overestimate chemists competence

@BobTheButton
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my problem is how slow it is, it legit takes like 5 minutes to heal 100 brute damage and you cant even heal toxins and oxygen damage until 40 minutes after roundstart because of it needing parts. most of the time im in medbay with this test merged i never see anyone use the sleepers anymore. they are pretty much just wasted space at this point. please dont merge this until its less bad or slow or something god please

Yogbot-13 added a commit that referenced this pull request Oct 14, 2021
@BobTheButton
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this sucks on ice

@ToasterBiome
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ToasterBiome commented Oct 17, 2021

this sucks on ice

I am diagnosing you with dum dum. Don’t rely on the sleeper, there’s also surgery and cryo to work with, Sleeper now works the best for repairing organs and purging toxins, not just “powercreep better healing than cryo”. Gives sleeper it’s own purpose. Stop being incompetent in medical and medical players that take forever to heal you will stop playing medical or rapidly become competent.

pre-upgrades it tops mime off with 12 brute damage so you don’t waste time/cryo slot/chems. Post upgrades it fits its purpose

@BobTheButton
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I am diagnosing you with dum dum. Don’t rely on the sleeper, there’s also surgery and cryo to work with, Sleeper now works the best for repairing organs and purging toxins, not just “powercreep better healing than cryo”. Gives sleeper it’s own purpose. Stop being incompetent in medical and medical players that take forever to heal you will stop playing medical or rapidly become competent.

pre-upgrades it tops mime off with 12 brute damage so you don’t waste time/cryo slot/chems. Post upgrades it fits its purpose

i am diagnosing you with the cares so much about some random guys opinion that you have to write an essay insulting them explaining how they are wrong

@SomeguyManperson SomeguyManperson deleted the tjeosnerfsmedbayagain branch October 27, 2021 00:28
@SomeguyManperson SomeguyManperson restored the tjeosnerfsmedbayagain branch October 27, 2021 00:29
@SomeguyManperson SomeguyManperson removed Test Merge - Scheduled This PR is waiting to be test merged TESTMERGED This PR is currently live in a test merge. labels Oct 31, 2021
@SomeguyManperson
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I lied

@SomeguyManperson SomeguyManperson merged commit 303e374 into yogstation13:master Oct 31, 2021
Yogbot-13 added a commit that referenced this pull request Oct 31, 2021
@SomeguyManperson SomeguyManperson deleted the tjeosnerfsmedbayagain branch October 31, 2021 16:25
@LazennG
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LazennG commented Oct 31, 2021

this is how i assumed sleepers would work when i started playing spacemans, good pr

@Cartlord
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Cartlord commented Nov 1, 2021

Had a weird bug with this - someone had Morphine and Aranesp in their system, so I set it to "Purge Toxins", and that somehow made both the chems stop metabolizing entirely - no damage and it stayed in their body, like they were in stasis

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