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Reworks the sleeper so it passively heals instead of using chemicals #12226
Reworks the sleeper so it passively heals instead of using chemicals #12226
Conversation
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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 |
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this seems more like a auto doc, but I still think its cool. |
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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 |
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this sounds like cyro but without the cyro |
yes |
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Have thoughts on this I will give after work |
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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 |
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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. 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" 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. |
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Updated your title to actually describe what the PR does |
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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 |
…e overdoses and toxins
yes
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
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
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 |
…rgan damage is one of the main reasons of use due to wraith specs
…rts not like anyone cares lmao
you overestimate chemists competence |
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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 |
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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 |
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 |
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I lied |
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this is how i assumed sleepers would work when i started playing spacemans, good pr |
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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 |
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
Wiki Documentation
see above roughly the same information
Changelog
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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: