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That's the doctor who's always wearing a virologist biosuit. I've seen him before, he steals one at roundstart.
Yes, I'm paranoid about the coofs. I have to say, being cautious has saved my ass a few times.

Reimi Haramo is on the magazine cover, and I think Bean Sprout is the one reading it.

Those are, from left to right: Charlotte Plunket (a mute girl that usually wears a witch outfit), Thomas McNulty (he's been playing more as CE lately, Hans Handke (moi), Dr Tradwife and Black Spaceman.
 
Long post regarding three+ major fuckups (Virology nuke, Cloning nuke, oranges existing), cloning was only a part of it and you haven't addressed in any way all the parts of where changing cloning made the game worse for everyone else, breaks major mechanics, etc..
While we're sharing baseless speculation ("People just don't want to revive you, it's not that you've spent several rounds watching medbay struggle to administer 1 single patch, replace an organ, and defib!") I'm pretty sure you've never played on a server with cloning, because if you had, it would be obvious how much nicer it is to be able to use surgery for surgery things and keep everyone and their mother out of medbay and in the station, playing the game. It might at least explain why new players joining Kiwi seem to think that having a single dangerous antagonist be the death knell for 2/3rds of the station is normal- because competent is a "stretch," to say the least.
Next time I watch the same bloody docs try to stasis bodies and spend twelve minutes scrambling for pills because they didn't stack treatments, make bottles, or fill the vendors, I aught to record it and set it to yakety sax for you. Some of them, even the CMOs, still have to consult the machines for surgery order. It's a mess.
Granted, it's not even medbay's fault medicine can be so involved. /tg/ has had an open conspiracy for roughly five years to gum down the game in every way possible until medium+ roleplay with heavy moderation is the only viable way to play the game, because everything else leads to dead shifts. It's the coderbus' boilerplate achievement. Kiwistation's playerbase is clearly in the vein of old /tg/, so obviously, old /tg/ features would fit better. God bless.
Finally, you may have missed the bit where I praised chemicals actually taking some thought now, though toxin damage boiling down to "just use penta lol" is really disappointing, and I agree with the notion of nuking cryotubes. Cryotubes have always been more of a problem and a crutch than sleepers or cloning, since they take people out of the game for an extended period of time to handle doctoral inadequacy, but the payoff is "you regenerated a bit," not re-entering the game entirely, like Cloning.


Yes, yes, pods, because Botany should be Medbay and Medbay should be Botany.

In which case there was no reason to gut Cloning,

In which case there was no reason to remove Cloning entirely, and it should have been made into tech tree recipes (as it already was). Locking cloning behind tech would be cool (/tg/ has been steadily gutting any and all science-medicine cross collaboration, making cloning T3-T4 tech would be fun) but just crimping replica pods and turning everyone into pod people is retarded. Mechanically, it works, and for some of the more intense rounds it's an option.
Reminder: Cloning was removed entirely. I'm advocating a reversal of that particular change, not re-integrating cloning into the map. That would take some effort and shuffling things around, and I don't think that's as necessary. Giving Medicine a reason to bully Science into making and upgrading some hardware for them means that, at least in rounds going 40 or so minutes, Medbay will finally have access to the tools to get the job done in major catastrophes, which by that point (should) be piling up.
"but if it's so much harder to make than pods why bother?" which is why Cloning doesn't actually "still exist." Unlike pods, you don't need a body to clone people. You just need them to get scanned, which is an excellent way to protect high profile personnel and encourage adventurous behavior. Miners, engis on expeditions, the old gateway and boss fights, these are dangerous things that are fun to do but that can cripple a station now. With Cloning, you just watch the monitors for any of them to die, and clone them back. Their shit is gone, but this is literally the reason the rec room just has a ton of jumpsuits and backpacks lying around, and it's well over half of the HoP's job. Clone, vet, ID, get back into the fight. "Why do the HoPs keep giving out AA?" It's not like they have anything else to do. It's a vestigial organ, because gutting cloning entirely wasn't clever or thorough. It was a hackjob forced through on /tg/ against popular support and despite popular outcry.
Now, yes, yes, if you're new to the game, cloning IS very potent. It's still very important in cases where you have lots of people going tits up- spend twenty minutes watching "competent" docs trying to piecemeal your blown up corpse, or have the foresight to scan yourself first and be back in the game within a few minutes. Even if you gib, you can be brought back, so long as that record is there. There are tons of checks and balances to this potency, which already exist in the game, because (again) it was designed with cloning in mind for 9+ years.
I played on /tg/ back when cloning was a thing and IIRC doctor was essentially a noob role where most of the time you would either chase people around the medbay lobby and (try to) apply chem patches from chemistry on them while screeching autistically or obtain additional access/assistant gear and (try to) locate bodies. Basically current paramedic gameplay except you'd get to do surgery once every three rounds. But that was also pre-cobbymed.
 
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Yes, I'm paranoid about the coofs. I have to say, being cautious has saved my ass a few times.



Those are, from left to right: Charlotte Plunket (a mute girl that usually wears a witch outfit), Thomas McNulty (he's been playing more as CE lately, Hans Handke (moi), Dr Tradwife and Black Spaceman.
I only play CE when I latejoin and there's no engineers because otherwise it's a guaranteed 20 minute round because no one does the engine
 
I played on /tg/ back when cloning was a thing and IIRC doctor was essentially a noob role where most of the time you would either chase people around the medbay lobby and (try to) apply chem patches from chemistry on them while screeching autistically or obtain additional access/assistant gear and (try to) locate bodies. Basically current paramedic gameplay except you'd get to do surgery once every three rounds. But that was also pre-cobbymed.
Cobby man bad.

Long ago in a distant server, I, COBBY!, the code-shifting Master of fuckingup, unleashed an unspeakably evil code! But a foolish greyshirt warrior wielding a magic toolbox stepped forth to oppose me. Before the final blow was struck, I froze the github in time and flung him into the future, where my evil code is law! Now the fool seeks to return to the past, and undo the future that is COOOBBBYYYYY!

I miss the other two engine types. I liked the Sing and Tesla. They were fun. Now they've been dunked from being able to be set up; but the areas they should have been in are still there on one of the maps. Sad.

EDIT: There should also be a food themed around the Supermatter shard like there's a singularity themed drink and a tesla themed chemical. I was thinking an ice lolly that glowed and did some gimmick thing to your body.
 
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EDIT: There should also be a food themed around the Supermatter shard like there's a singularity themed drink and a tesla themed chemical. I was thinking an ice lolly that glowed and did some gimmick thing to your body.
Make it take some kind of exotic chemical and a few seconds after you drink it your jumpsuit turns to ash. Or maybe you get SM delam hallucinations.
 
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I almost never get antag, I used to get blood brothers a ton to the point I disabled it for a bit. This last round I got antag twice.

>spawn engi, set up SM and plan to fuck around with transit tubes.
>By the time SM is done a few more engis spawn and for some reason the captain and a wizard are dead in the engi lobby. I pick up the captain's laser gun just so no antags rush in and shoot me. Some borg is in there, get him to take captain to med. CE chucks out the wizards body.
>start suiting up to build a bar in space or something. Become antag.
>Engi is a ghost town, decide to plant bomb outside atmo and SM. Set c4 timer for 4 minutes, plant on cooling loop.
>Oder syndi bomb. Of course the second I arm the bomb some ligger sees me.
>60 seconds FUCK
>Starts chasing me around space, neither of us have jetpack. Yeet myself into space, realize I have the laser still, fire it but miss.
>ligger leaves. Use fire extinguisher to jet back to atmo. Drop bomb.
>find abandoned botany area, figure I'll grow some kudzu
>shitcurity finds me after a warrant is issued. Sec starts cuffing me but not before I plant x-4 on myself.
>Allahu ackbar

>enter positronic brain, I'm an AI programmed to 1 Human. Get told to kill HoS. Start electrifying doors like a retard instead of shitting down the AI.
>Get shut down, relocated, and spend the rest of the round fucking around before a borg deactivates me.

 
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Only since /tg/ went out of its way to nerf Virology in the ground because it made everyone too resilient if whiny baby traitors waited too long to do things. It used to be very much the opposite problem, too fast and too potent and too formulaic, but now it's highly variable, with tons of options and lots of fun math to do, for fucking zero benefit.
The unfortunate thing is, they had a great idea! Add stat barriers to trait complexity & the more potent effects, add a few more tiers of traits to reduce clutter, so on. This idea was half-implemented at best. Give people a decent reward for playing numbers games with all of these retarded traits. Every single option you have now is so conditional, pedantic, and uninteresting. Splitting the TC/TF combo into four random ass traits that do the job but dumber, or don't do the job at all, is not good or fun or useful. Why doesn't the night one grant night vision at some stage speed tier? Why won't resistance 10 starlight condensation let you shoot laser beams at the cost of some burn damage? Because /tg/ doesn't give a fuck. The goal was to make Virology irrelevant and then never touch it again.
Either revert all of that shit or start plugging away at making use of these cool new systems they totally squandered. I would honestly prefer the latter.

On that topic, the entirety of the new medical system (going back some years now, so "new") is fucking awful. Removing cloners was a mistake and making surgery the one-stop click and drag access point for magically printing living people isn't actually any more engaging than chucking someone in a tube. By requiring constant MD interaction, you deny them any chance of actually saving patients, as one or several members of medbay will always be stuck trying to resuscitate, then the patients they could have saved will die, requiring more resuscitation. Keeping the cloner operable was a one-stop dead guy destination (for midrange cases, low damage was always defibbed and husks already required transplanting), a team effort with Science, and actually viable. Trying to maintain a stat bed, maintain the parts printer, get a surgical bed, attain all the necessary tools get a working defib, etc, means inevitable dysfunction. You don't even have to do a decent bombing anymore, just fucking welding a few doors is enough to absolutely cripple medbay under the right conditions (for long enough that organs decay past viability, necessitating even longer revival processes).

You also can't deliberately clone to remove radiation, you have to hit the pods. You also can't revive ghosts reliably- when they were in the cloning bed, you got a really easy signal that someone was trying to clone you, and people would naturally try a few times before opening the bay. Now they have to shock you multiple times and hope you're still hanging around. Most people don't hang around, that's more bodies on the floor or more chances to miss someone who would be revived by cloning. Access to autocloning is entirely gone, even at the end of the tech tree, taking off another component that encourages sneaky or fast traitor play. Lategame murderboners don't even have to fuck up cloning before they go hard on the hallways, because there simply isn't a risk. Space every new corpse and roll on. To make things worse, what if you do have incompetent medics? Given how the game has progressed, there's enough of a cliff to decent medical care that people simply vanish from the game under a wilting medbay. Almost every facet of the game for nearly a decade was designed with revival of some kind in mind. Again, you can get away with it in a high RP environment, but the ultra-lethal gameplay of SS13 goes from endearing to boring and bad if you're lucky enough to get dragged to medbay... and then dropped on a line of other corpses they don't know how to revive. That actually happened on Kiwistation today, by the way. It wasn't some traitor's dastardly scheme, the poor bastards just couldn't get it up.
Rather than adding complexity, which the new chemistry system does by adding alternative reagents with meaningfully different risks & challenges (I can't believe I'm praising nu/tg/ for anything honestly) this all boils down to everyone in medbay tripping over each-other to do a job that a single machine used to do, instead of the job they're supposed to be doing: keeping the rest of station's crew operable.

Much like the Virology changes, it all feels like someone who never played rounds with decent, or any, antags decided to put their head up their own ass and start "theorycrafting" features before asking what would make them fun or interesting. It basically isn't viable at all outside of a heavily moderated high-RP server. I say that like it's a hypothetical, but it was always pretty much just a coderbus pet project, particularly notorious retard fruit oranges. Honestly, revert anything he ever did just to be safe. Very little would be lost and a lot would be re-added. Separated chemicals has already been brought up in this thread, but it hasn't been pointed out who forced it through (oranges) or why (dumbass who hates fun). Same shit here.

Edit: Also, I wish I could blame it entirely on oranges, but they gutted NTSL from the game right before he took over. There was basically no good reason to do so, and both the markup for paper (this one was oranges) and NTSL just needed to be sanitized to avoid abuse. It wasn't even a hard fix, and StonedOne (and not much later Hippiestation) already had one working before it was "temporarily" (permanently) removed. New players will never know the joys of telecommunications shenanigans unless that shit's reverted. I also think they gutted Telesci, too, because, oh no, doing math to get cool shit is cheating, but consulting the wiki to make the exact same slimes every round for overpowered garbage is totally fine. I haven't played any science to see if it's been re-added since, though.

Friendly reminder that cloning still exists.


You don't even really need a botanist, any of the medical staff could. Ask botany to give you (or just break in and take it) a pack of cabbage seeds, a bottle of L4Z, and then grab a couple trays from the public garden and bam, you have a cloning factory that requires absolutely minimal maintenance.

Not that any of this is even needed, though, because Yato is right about Med being on point.

Long post regarding three+ major fuckups (Virology nuke, Cloning nuke, oranges existing), cloning was only a part of it and you haven't addressed in any way all the parts of where changing cloning made the game worse for everyone else, breaks major mechanics, etc..
While we're sharing baseless speculation ("People just don't want to revive you, it's not that you've spent several rounds watching medbay struggle to administer 1 single patch, replace an organ, and defib!") I'm pretty sure you've never played on a server with cloning, because if you had, it would be obvious how much nicer it is to be able to use surgery for surgery things and keep everyone and their mother out of medbay and in the station, playing the game. It might at least explain why new players joining Kiwi seem to think that having a single dangerous antagonist be the death knell for 2/3rds of the station is normal- because competent is a "stretch," to say the least.
Next time I watch the same bloody docs try to stasis bodies and spend twelve minutes scrambling for pills because they didn't stack treatments, make bottles, or fill the vendors, I aught to record it and set it to yakety sax for you. Some of them, even the CMOs, still have to consult the machines for surgery order. It's a mess.
Granted, it's not even medbay's fault medicine can be so involved. /tg/ has had an open conspiracy for roughly five years to gum down the game in every way possible until medium+ roleplay with heavy moderation is the only viable way to play the game, because everything else leads to dead shifts. It's the coderbus' boilerplate achievement. Kiwistation's playerbase is clearly in the vein of old /tg/, so obviously, old /tg/ features would fit better. God bless.
Finally, you may have missed the bit where I praised chemicals actually taking some thought now, though toxin damage boiling down to "just use penta lol" is really disappointing, and I agree with the notion of nuking cryotubes. Cryotubes have always been more of a problem and a crutch than sleepers or cloning, since they take people out of the game for an extended period of time to handle doctoral inadequacy, but the payoff is "you regenerated a bit," not re-entering the game entirely, like Cloning.


Yes, yes, pods, because Botany should be Medbay and Medbay should be Botany.

In which case there was no reason to gut Cloning,

In which case there was no reason to remove Cloning entirely, and it should have been made into tech tree recipes (as it already was). Locking cloning behind tech would be cool (/tg/ has been steadily gutting any and all science-medicine cross collaboration, making cloning T3-T4 tech would be fun) but just crimping replica pods and turning everyone into pod people is retarded. Mechanically, it works, and for some of the more intense rounds it's an option.
Reminder: Cloning was removed entirely. I'm advocating a reversal of that particular change, not re-integrating cloning into the map. That would take some effort and shuffling things around, and I don't think that's as necessary. Giving Medicine a reason to bully Science into making and upgrading some hardware for them means that, at least in rounds going 40 or so minutes, Medbay will finally have access to the tools to get the job done in major catastrophes, which by that point (should) be piling up.
"but if it's so much harder to make than pods why bother?" which is why Cloning doesn't actually "still exist." Unlike pods, you don't need a body to clone people. You just need them to get scanned, which is an excellent way to protect high profile personnel and encourage adventurous behavior. Miners, engis on expeditions, the old gateway and boss fights, these are dangerous things that are fun to do but that can cripple a station now. With Cloning, you just watch the monitors for any of them to die, and clone them back. Their shit is gone, but this is literally the reason the rec room just has a ton of jumpsuits and backpacks lying around, and it's well over half of the HoP's job. Clone, vet, ID, get back into the fight. "Why do the HoPs keep giving out AA?" It's not like they have anything else to do. It's a vestigial organ, because gutting cloning entirely wasn't clever or thorough. It was a hackjob forced through on /tg/ against popular support and despite popular outcry.
Now, yes, yes, if you're new to the game, cloning IS very potent. It's still very important in cases where you have lots of people going tits up- spend twenty minutes watching "competent" docs trying to piecemeal your blown up corpse, or have the foresight to scan yourself first and be back in the game within a few minutes. Even if you gib, you can be brought back, so long as that record is there. There are tons of checks and balances to this potency, which already exist in the game, because (again) it was designed with cloning in mind for 9+ years.

So I decided to try this.

unknown-33~01.png


I'm new to the game and have a ridiculous ammount of hours sinked in the server, so I don't have much experience with how cloning (or sleepers) used to work, but I've come to the conclusion it's kind of lame. I've been replica podded and it works, but usually we have the body. The only cases I can think of when cloning is absolutely necessary is when the traitor chops heads off or hides the bodies. In such cases, as enraging as it is, usually the will get away with it, and a smart traitor will probably hide your body, clothes, and brain in three different parts of the station. I know it's enraging, it's happened to me that I'm stuck in a tiny room and my brain is at a locker somewhere else (looking at you, Dyn), but I wouldn't say that whenever that happens it is medbay's fault. The other usual scenario where cloning might be useful is when there's kudzu or a random menace attacking the station's hallways (be it plasma flooding, robust traitor, xeno shit, gorillas or whatever), but in such cases medbay is usually one of the first places to get cucked, and the situation only escalates when the only people left alive have no idea how to even use the first aid kits, much less perform surgery or revive bodies.

With that being said, it's true our department is well run. I see Nicecream's drawing was a bit controversial, but I found it really sweet: we are like a family and care for each other. We've also gotten better lately, if things are smooth the first fifteen minutes most of the medbay might be set up. We've also gotten a chemist (Space TERF) that isn't a shitter and has been stocking our fridges pretty quick, and we've been using alternatives to printing organs that might be quicker whenever the station is low in resources (usually the case) or it's just easier to use the limb grower. Might take a bit to build, particularly getting those two synthflesh beakers, but it's worth building. We've also refined much of our techniques lately: we are now using formalhyde patches to keep the growing ammount of bodies (or randomly found ones) from decaying and some other members of the medic team have been carrying a compact defibiliator lately too (if we can build it). All of this has resulted in the rounds I've played (can't really speak for the others) to have really tranquil shifts. Some people might be slower in reviving, but it gets done, and the main issue has been with people disconnecting or SSDing permanently after they're all fixed up. If you're one of those, I urge you to have a bit of patience. It usually won't take long to get you back on your feet.

All of that being said, here's how the cloning round went.

The experiment

We used the surgery room, which has been helpful lately to build ammenities, as a cloning room. For that, I requested Kai as soon as the round started (5 min it, after getting the main computers built up and the basic research queued or done) to start assembling the room. Now, the problem is assembly took way too long: pods weren't really usable until 40 minutes in. Which is how it would work it cloning was brought back as a late game tech: you would have to set up a room, as unless you want cloning from the start, I don't think you would have the cloning machinery ready. This distracts our personnel and can diverse our attention from reviving in the now conventional methods.

I admit I chose a bad round for this. The traitor sucked, nobody really died. But it was also particularly good to get that extra time to build. If the traitor bombs medbay or is killing really quick, we're all fucked anyways. If we can't really set up things at the start, the bodies will just keep piling up.

unknown-25~01.png

New eight-bed medbay design, full with a limb grower, an organ harvester (which is not worth the hassle) and a stocked chem fridge.

The current medbay designs we use take a bit of time to build, but can be done in half of what this experiment took. I have to say, the most enlightening bit of all of this was taking blood samples from the start: it gives you a good insurance. You have them labeled and you can revive, but you need help from botany, which means a) they have to be willing to make replica pods and b) Bean Sprout (who's the only one that would probably help with that) would have to not be antag that round. It's out of our hands to do it all the time.

The revivals

Not only it takes longer than conventional surgery, we always had the bodies. The few I managed to pod were people which my peers were already working on, and I had to stop them. I understand cloning with machines would probably be faster under those circumstances, but again, we had the bodies. Cloning worked because defib time expired. If it doesn't, then you can always patch up and revive. If we have the bodies, the only scenario I see cloning working is when all the organs are too fucked. This happens because nobody took a shit to help them for a long time. It also means the person is more likely to be SSD. Plus, changing the organs can be tiresome, but it's doable in a quick time, especially if somebody else helps to remove the appendix/fix the eyes and ears while you work at the chest. When I was starting to play those cases seemed almost impossible, now I can fix them with no trouble.

Conclusions

I've said it a lot in this post, but it's really not worth it. If the body will be missing, it also means you need to have a blood sample ready anyways. A careless player won't go through this trouble. Hell, found bodies in plain sight that nobody paid attention before are usually of those that won't even turn on their sensors. Also, medical personnel can't just go patrolling the hallways for the dead. If anyone, that would be the paramedics or security job, but as much as Julius Fallen might do it, expect doctors to be refugeed at medbay. It might not be a satisfying answer, but this game can be enraging many times. As a wise man once said: why you haff ro be mad.
 
Few pics from the round where medbay had a fully functional bar, the CMO was a gorilla, and hanging out at the bar was an AI law.

unknown-20~01.png


unknown-32~01.png

unknown-21~01.png

An engiborg built a sanctuary for Runtime.

The AI was surprised by how quick the traitor killed medbay in the last few minutes. I was not; we were all intoxicated and almost dead because of drugs and a rev already. When the traitor plasms flooded medbay, there was nobody to stop him.

Also, here's another bar we built at medbay. This pic was taken before it got decorated. The guy running it also made some Doctor's delight, which is a great drink. The shuttle was emagged and we were all stuck there at the end of the round, so we just drank our sorrows.

unknown-36~01.png
 
Plus, changing the organs can be tiresome, but it's doable in a quick time, especially if somebody else helps to remove the appendix/fix the eyes and ears while you work at the chest.
You only need to swap out the chest organs. Nonfunctional appendix can just be ignored, oculine and inacusiate will fix eyes and ears all the way from non-functional in pretty short order, mannitol will fix up any brain damage and neurine can handle most cerebral traumas. The dilute syrinever bottles will cure around 40 toxin damage and purge 10u of bloodstream reagents per 5u shot, and it's perfectly safe to whack somebody's IV up with a full bottle of it (or even a full 100u beaker if they got absolutely turboloaded with a ridiculous amount of poison in the earlyshift and pentectic isn't being made).

You hacky choppy sawbones doctor mains need to start knowing and using these extremely useful chems when they're available instead of only looking to the pharmacy when there's no surgical alternative.
 
>you WILL take the food pill
>you WILL come back for more
>you WILL become fat to satisfy my feeder fetish
>you WILL overdose on Omnizine
AND YOU WILL LIKE IT, BIGOT
 

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I'm new to the game and have a ridiculous ammount of hours sinked in the server, so I don't have much experience with how cloning (or sleepers) used to work, but I've come to the conclusion it's kind of lame. I've been replica podded and it works, but usually we have the body. The only cases I can think of when cloning is absolutely necessary is when the traitor chops heads off or hides the bodies. In such cases, as enraging as it is, usually the will get away with it, and a smart traitor will probably hide your body, clothes, and brain in three different parts of the station. I know it's enraging, it's happened to me that I'm stuck in a tiny room and my brain is at a locker somewhere else (looking at you, Dyn), but I wouldn't say that whenever that happens it is medbay's fault. The other usual scenario where cloning might be useful is when there's kudzu or a random menace attacking the station's hallways (be it plasma flooding, robust traitor, xeno shit, gorillas or whatever), but in such cases medbay is usually one of the first places to get cucked, and the situation only escalates when the only people left alive have no idea how to even use the first aid kits, much less perform surgery or revive bodies.

All of that being said, here's how the cloning round went.

Conclusions

I've said it a lot in this post, but it's really not worth it. If the body will be missing, it also means you need to have a blood sample ready anyways. A careless player won't go through this trouble. Hell, found bodies in plain sight that nobody paid attention before are usually of those that won't even turn on their sensors. Also, medical personnel can't just go patrolling the hallways for the dead. If anyone, that would be the paramedics or security job, but as much as Julius Fallen might do it, expect doctors to be refugeed at medbay. It might not be a satisfying answer, but this game can be enraging many times. As a wise man once said: why you haff ro be mad.
Pods are not the kind of cloning being discussed; we're referring to the cloning machine, which was removed from the game wholesale (with the intent to make quietly re-implementing it impossible, because any semi-removal would see the playerbase and mappers try to re-integrate it, because removing cloning was wildly unpopular). I understand you're trying to analogize them, since you've never played with old med, but they really aren't that comparable. This is a good write-up on the state of cloning with pods in general, in the sense that it's summed up the main problems/differences:
  1. The reason you would want cloning over pods is for situations like Xenos, non-medbay Bombings (though simply putting the cloner in a room farther from the medbay floor would be a good option so you have a backup even if medbay does get bombed, it used to be in Genetics for this reason), just general disasters that level large quantities of crew, pods do little to help. While pods are very scaleable, they do not solve the SSD problem, which cloning does: if you have scanned yourself before, you are aware you have a high chance of being cloned.
  2. Database management and skill to use. Replica pods are a clusterfuck to manage and use. There is pretty much no reason to forcibly integrate cloning into Botany instead of Research, replica pods were supposed to be a neat niche feature to give you the unique pod people race, not the default option. Cloning keeps your database clean for you.
  3. Conventional surgery is not fast or efficient, as it requires two people. Cloning (and pods) are a single point solution, while surgery is a two point solution; for every second spend in surgery, you have wasted a second for two people. If the surgeon is good, the raw time spent for crew is at an absolute minimum 80 seconds due to the timers (40*2); in situations where surgery is not necessary, defibs were already the best option, obviously. If the surgeon is bad (kiwi medbay surgeons have consistently demonstrated an inability/unwillingness to learn medicine, thereby relegating to using the Tend Wounds surgery, and fumbling through that), they may spend up to or beyond 2 minutes on a single body, which is 4 minutes in crew time. It's fine to waste doctor's time if you are on a lowpop, no deaths, RP-heavy round, not when the station is in a catastrophe. The payoff for grinding for pods is minimal, grinding for a cloner would be a great reward for research in such cases.
You only need to swap out the chest organs. Nonfunctional appendix can just be ignored, oculine and inacusiate will fix eyes and ears all the way from non-functional in pretty short order, mannitol will fix up any brain damage and neurine can handle most cerebral traumas. The dilute syrinever bottles will cure around 40 toxin damage and purge 10u of bloodstream reagents per 5u shot, and it's perfectly safe to whack somebody's IV up with a full bottle of it (or even a full 100u beaker if they got absolutely turboloaded with a ridiculous amount of poison in the earlyshift and pentectic isn't being made).

You hacky choppy sawbones doctor mains need to start knowing and using these extremely useful chems when they're available instead of only looking to the pharmacy when there's no surgical alternative.
Mannitol is one of the few traditional medications that slipped past the Cobby filter and still works on just about everything, that's solid advice, and I agree that a large part of the problem I've seen is less with the raw time to do surgery and more with the doctors fumbling surgeries, but it still doesn't address what happens when the station is truly in a state of disaster. High death rounds aren't the most common state for the station to be in (the server seems to be hardstuck on changelings or traitorlings with a low midround antag rate) but I have not seen medbay navigate them successfully a single time that I have been on.
It's easy to say "medbay is competent" in a low stress environment where 1-2 people die per ten minutes. Cloning isn't really for that, though. It's for those scary rounds, to provide the station a chance to endure instead of just shuttling up and leaving right when things are getting fun.

That might be a creeping problem with the entire codebase though, because I haven't seen the station go depressurized once. Not one section, not a few rooms, I mean 30% of the whole station. That used to be a normal, fairly frequent occurrence. /tg/ seems to have turned up bruising beyond the point of reasonability (because they're gay) but having to patch up the station and survive is atmos and engineering's main job, not setting up (1) reactor and either afking the whole round or making haha funny slip gas. It's certainly not a reason for a shuttle call. Where are the meteors? What happened to space carp? Why the fuck do bombs break walls faster than reinforced windows? Even without these previously-common problems the station was implicitly supposed to handle on its own time, things seem very tame in general.
Kiwistation is fun and I'm enjoying myself a lot, mainly on account of the the playerbase, especially the newest players feeling out what's possible and having a good time with it. I kind of worry that they're missing out on the authentic experience, though. Everywhere I turn it's like I bump into another "new thing" that has no explicit purpose other than to make the game slower, less chaotic, less kinetic, less creative. There's some cool innovations with systems, but the fact that they only exist to gate you out of doing stuff you used to always be able to do (or within a few minutes of the round start, anyway), that stings. Because there seems to have been this vision that equipment checks and skill checks to get shit done were a feature you shouldn't be able to overcome, not simply a temporary problem to bypass, as antithetical of a paradigm shift that is to SS13 as a whole.
If this was what SS13 was like when I first started, well, I probably wouldn't love the game as much as I do.

Well, more on the topic of cloning and regardless of how calm the round is, cloning enables players to pursue much more dangerous (i.e. FUN) behaviors: groups of miners can challenge bosses without obvious perma-death from being too far to do surgery on, the station can afford to send away teams, people can get to exploring other Z-levels, these sorts of adventurous behaviors were far more common pre 2019 because you could always say bounce a signal or tell people to watch your suit and get yourself cloned.
It used to be a decent split between cloning and borging, but now simply shitting out positronic brains is faster and far more likely to return players to the game, but roboticists spend more time on unnecessary gygaxes to self-antag with, on average, even in particularly dangerous rounds.

To up my issues-per-post count so I don't get accused of wall of texting™ in a discussion of a very complicated game with well over a decade of history to brush through, I think Johan mentioned the Singularity and Teslas being gutted so that the Supermatter shard is the only real option to power the station, that's stupid and dumb and part of what I'm talking about of gutting features to do some weird streamlining of play for no good reason.
There was also an Antimatter engine for a while as the "safe" option, a gas turbine, and even a thermoelectric generator that floated into and out of /tg/ and goon canon for ages, which gave atmospheric technicians a way to power the station, too. I think some of these may still be available through cargo, but I haven't checked to see if all of them are. I've never been a fan of the Tesla, but Singuloose was one of the more fun disaster states, with a chance of doing nothing or, if a traitor beaconed it, absolute havoc. It certainly wasn't a guaranteed shuttle call in the prior cases, unless the crew was particularly lazy, and monitoring it gave the Engineers and AI something to do when things get particularly slow.
Having a full Singularity kit just lying around in Engineering (instead of having to order one, if that's even possible) would be nice. Also, telescience being gutted is still gay and always has been.
 
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Chemist was the first main I settled on as a newbie, and the most frustrating thing about it was having no idea which chemicals were actually useful to make, leaving me to mostly just fuck around taking space drugs and blowing myself up trying to cook meth. Most of the guides on the wiki seem to be outdated from a time when the majority of healing chems didn't obliterate peoples organs and people actually took them, so it took me some trial and error and a lot of working it over with other people but I'm confident enough now to post a roughly ordered list of things a chemist should be working on if they don't just want to take space drugs and blow themselves up trying to cook meth.

This list in is a vague order of priority based on what I think is most likely to be needed early in the shift, and what's easy to crank out fast. You'll obviously want to bump shit to the top of the queue if the CMO requests it or events on the station make it suddenly vital.

I could be wrong on a lot of the dosages, especially for organ healing. If anyone wants to code-dive and let me know if I'm making them too strong, or too weak, I'd appreciate it. If anyone has better ways of doing things or can point out errors I've made, I'd appreciate it.

THINGS TO DO FIRST
- Steal the bottle of mannitol pills from in front of cryo
- Steal a monkey from virology, handcuff it to a roller bed, and bring it into the chem lab
- Steal his formaldehyde too if you don't give a shit about viro feelings
- Drag a morgue corpse in, if you can't find a monkey
- Take the box of beakers from medical exam and move it to the chem lab. Doctors never use it anyway
- Unwrench one of the pharmacy chem fridges and move it to a good spot in the medbay exam room before Hans starts redecorating

PLUMBING

Plumbing is an extremely powerful way to automate production, and the system is simplified and easy. You don't need to worry about chems reacting in the pipes or which pipes are taking things to which destinations, as all chemicals happily co-exist in a the pipeline pool and can be drawn from anywhere in it at every query tick. There's also no need to optimise production in any way, as even a press set to 1-unit-per tick being bottlenecked by 1-unit-per-tick precursors before it and 1-unit-per-tick reagents before that will churn out far more medicine than medbay will ever dream of using in a round.

The only real limitations to what chemistry plumbing can produce are on setup time, floor space, and energy, and the fact you can completely fill the entire round's requirements for most meds in a single manual batch. If you utilise plumbing you should know exactly what you want to produce before you start, speedrun the setup, then move on to manual batches of other chems. Don't be the guy who drains all of medbay's power, blockades up all the hallways, and spends an hour working so intently on his factorio-inspired abomination that he ignores more immediate chem requests, gunfights and dying people in the halls, all the doctors lying dead and ignored in medbay and raging plasmafires in the same room he's in.

The example I show is the biggest and most ambitious med factory I'd ever consider making. It does not take up much floor space, or require a lot of time to set up, and it produces all of the most beneficial chems to automate, which in my opinion are Miner's Salve, Saline-Glucose, Synthflesh, Salicylic, Oxandralone and Salbutamol.

Example chemfactory

1608294615807.png


In the two rows at the left are sixteen chemical synthesizers. They should be set to produce chlorine, phosphorus, radium, sodium, water, sugar, carbon, hydrogen, oxygen, nitrogen, welding fuel, sulphuric acid, aluminium, bromine, lithium, and iron

The middle row of reaction chambers draw from the pipes to produce table salt, oil, phenol, ammonia, salicylic acid, unstable mutagen, and libital, which are all fed back into the pipe network. The bottom-most reaction chamber is part of an infinite blood generator, which draws 1 unit of unstable mutagen, feeds it into a tank, which then feeds a second reaction chamber with a 1:1 mix of unstable mutagen and blood. Inject a syringe full of blood into the input gate between the tank and second chamber, wait a few cycles, then set the first chamber to start drawing one unit of blood as well as unstable mutagen.

The five reaction chambers and chem presses at the right produce five of the end products ; Salicylic, Oxandralone, Salbutamol (in 10 unit patches), and Synthflesh and Saline-Glucose Solution (in 30u bottles). Offscreen the pipe network feeds to another chamber and press in the medbay lobby, which creates 25u Miner's Salve patches for station residents to self-serve.

WHICH CHEMS TO MAKE


MANNITOL

10u Water
Add two pills out of the bottle in front of cryo.

90 into 9 pills
Extremely effective brain damage cure. Try and grab the mannitol at cryo before anyone wastes 50u pills on the cryo beakers and make a few batches of this out of the premades. Refill the bottle with your lower-dose pills, drop one into each of the cryo beakers, and leave the rest in exam and tell the retard doctors it's available and to just give it out instead of wasting their time on brain surgery.

MUTADONE
5u Carbon, Hydrogen, Welding Fuel
Remove 5
10u Oxygen, Welding Fuel
10u Chlorine, Phosphorous, Radium
30u Bromide

10u into 10 pills
10u into 10 pills
70u into 3 bottles
Vital for when people get caught outside maints in a radiation storm or retard geneticists fuck themselves up, and probably the most complicated out of the 'we need a batch of this really fast because of a random event', so I generally like to do it early. 20 pills should be enough for the round, and the bottles can be reserved to make more if needed, or to make anti-hulk weapons if retard geneticists start breaking shit or giving out hulk powers to assistants. Make sure you let the retard doctors know it's available after you cook it, and also after they start screaming at you to make some during the first radiation storm because retard doctors never listen to chemists.

SEIVER
15 Aluminium
15 Nitrogen
15 Potassium

Put it in a small beaker and label it
This is another quick stopgap against early-game mass irradiation. Put it in a labelled beaker and leave it by the cryo tubes, and if a bunch of retards get irradiated just take out the cryo beakers, tip a little of them out and top them up with seiver. It's better if you never have to use this, but it's good to have it on hand if shit happens before you have a good stock of pentectic made.

CALOMEL
25u Mercury, Chlorine
Cook to >380

50u into 10 pills
Have doctors use this as their main purge drug for poisonings and save them wasting time on blood filtering. I like it in pills so it can metabolise slower to match any poisons that might have been eaten. One pill will purge 75u of toxin from the bloodstream, but do about 25 toxin damage (capped, so it can't kill). Best used in conjunction with a dilute syriniver injection.

SYNAPTIZINE
30u Lithium
30u Water
30u Sugar

50u into 10 pills
40u into 8 pills
Easy to make and good to have early, they stop hallucinations caused by not hiding in a locker during SM delamination or being a retard engineer who didn't wear his mesons. If you need these at all you'll probably need them early in the shift, and for a lot of people.

NEURINE
5u Carbon, Hydrogen, Welding Fuel
Remove 5
10u Welding Fuel, Oxygen
10u Hydrogen, Sugar, Water
30u Oxygen

50u into 10 pills
40u into 8 pills
Cures cerebral traumas. When you scan somebody with the medical analyser, if their cerebral trauma is not severe, deep-rooted or permanent, one neurine pill will fix it. Make sure you tell the retard doctors it's available before they start doing unnecessary brain surgeries and lobotomies.

FORMALDEHYDE
You can ask any paramedics for their starting formaldehyde, which they almost never use, or just go to viro and steal his formaldehyde bottle from the supply fridge. Even if you have an active virologist he should have only used a small amount, and be finished with it by now. If your paramedics aren't willing to part with it or you have a retard viro who used it all up or doesn't neuter anything until the end, make it yourself.

10u Silver
10u Ethenol
10u Oxygen
Cook to >420

30u into 10 patches
Slap one on dead bodies when they start piling up and there's no room to put them in stasis. Make sure they're easily accessible in main medbay exam and the retard doctors are aware of them. A non-retard CMO in an overloading medbay should probably assume sole fomal-patching duties and keep dropping what he's doing to slap them on incoming corpses, to ensure they all get patched once.

SALINE-GLUCOSE SOLUTION
10u Chlorine, Sodium, Water
30u Water, Sugar

This is better done through plumbing, but if you're making it manually do at least a few batches and dump them all into labelled beakers and leave them in the medbay's blood fridge.
Substitute for blood. Put these in the blood freezer the doctors are using, and make sure the beakers were labelled with the label maker. There's no need to announce this is available, even retard doctors will spot it when they're looking for compatible blood.

OCULINE
Empty one of the multiver bottles into a large beaker
30u Carbon, Hydrogen

90u into 9 pills
Wiki guides tell you how to make this from scratch, but you never should. There are bottles of multiver all over pharmacy, and multiver is a shit drug that everybody hates and won't use. Hand out one pill for greytiders who didn't use welding masks and two pills for corpses that got revived with nonfunctional ears. Tell the retard doctors to stop wasting their time replacing peoples eyeballs.

INACUSIATE
Empty one of the multiver bottles into a large beaker
30u Carbon, Water

60u into 6 pills
Same deal with the multiver as oculine, but make a couple of batches since it produces less but gets used more often. One pill for everyone caught in one of medbays many bombings, two pills for people with nonfunctioning ears. Tell the retard doctors to stop wasting their time replacing peoples ears.

DILUTE SYRINEVER
Grab two syrinever syringes from an anti-toxin kit.
Inject 20u into a large beaker
Add 80u water
Create 3 bottles
Move the leftover back to the beaker
Inject 10u into the beaker
Add 40u water
Create 2 bottles
This needs to go to exam, and doctors probably don't know how to use it. If the medical team isn't solid with it, explain it to them. One 5u shot will clear about 40 toxin damage and purge 10u of poisons in the bloodstream, and it's a lot cheaper and more plentiful than pentectic acid. Corpses who died of toxin damage can be hooked up on IVs with it, defribbed, CPR'd and unbuckled. Save the pentectic acid for radiation, patients with liver damage, or patients who still have a massive amount of poison in the bloodstream left to metabolise.

SYNTHFLESH
Grab three large beakers
5u Carbon, Hydrogen, Welding Fuel
Remove 5
10u Chlorine, Water
30 Nitrogen, Oxygen
Tip 30u of this beaker into each of the two other beakers
Add 30u Carbon into all three beakers
Drain and inject two full syringes of monkey, corpse or your own blood into each beaker

If the CMO has set up a limb growing machine, label a couple of the beakers and leave them out for it
Otherwise just turn each 90u batch into 3 patches
Used to fuel the limb grower or to dehusk corpses. Medical will appreciate you leaving a bunch of this in exam. They all know what it's for, as there are no surgical alternatives to dehusk a corpse, and synthflesh is probably the first and only chem you'll ever be asked to make by the doctors during most shifts.

PENTECTIC ACID
If you're using premade formaldehyde from the viro or paramedics
5u Carbon, Hydrogen, Nitrogen, Welding Fuel
15u Hydrogen, Oxygen
Remove 30
Cook to >380
Add 15u Formaldehyde
5u Nitrogen
15u Chlorine, Hydrogen, Sodium, Welding Fuel

90u to 9 patches

If you're not using premade formaldehyde
5u Carbon, Hydrogen, Nitrogen, Welding Fuel
15u Hydrogen, Oxygen
Remove 30
Cook to >380
5 Ethenol, Silver, Oxygen
Cook to >420
5u Nitrogen
15u Chlorine, Hydrogen, Sodium, Welding Fuel

90 to 9 patches
Pentectic Acid is the best anti-toxin med and probably one the med team will ask for. You can cook it much earlier by using stolen formaldehyde or deconstructing the operating table for silver, but generally I'm happy to crank out all the other chems first and wait for miners to load us up with some silver. Doctors will use it happily, just make sure they know how to use the dilute syrinever too, so you don't have to immediately make more batches when they start slapping them on assistants with 10 toxin damage.

SALBUTAMOL
5 Carbon, Hydrogen, Welding Fuel
Remove 10
5 Chlorine, Water
Remove 5
10 Carbon, Oxygen, Sulphuric Acid, Sodium
Remove 20
30 Hydrogen
10 Nitrogen
Remove 20
20 Aluminium, Bromide, Lithuim

90u into 3 bottles
Doctors have a habit of dragging freshly revived patients into cryo when they're 100% healthy aside from oxyloss, which will recover on its own. The patients generally revive only a little faster from the cryo dip, and it wastes a lot of doctor time dragging them there. Once salbutamol is made, encourage the doctors to carry a bottle and syringe each. One 5u shot and unbuckle on a newly revived patient is all it takes, the patient will be up and functioning much quicker than they would in cryo, the doctor will already be working on the next one, nobody will throw the guy's shit out by mistake, and the clown will be less likely to have stolen the guys ID by the time he comes back from his cryo dip.
 
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>you WILL take the food pill
>you WILL come back for more
>you WILL become fat to satisfy my feeder fetish
>you WILL overdose on Omnizine
AND YOU WILL LIKE IT, BIGOT
based dystopian chef.

Pods are not the kind of cloning being discussed; we're referring to the cloning machine, which was removed from the game wholesale (with the intent to make quietly re-implementing it impossible, because any semi-removal would see the playerbase and mappers try to re-integrate it, because removing cloning was wildly unpopular). I understand you're trying to analogize them, since you've never played with old med, but they really aren't that comparable. This is a good write-up on the state of cloning with pods in general, in the sense that it's summed up the main problems/differences:
  1. The reason you would want cloning over pods is for situations like Xenos, non-medbay Bombings (though simply putting the cloner in a room farther from the medbay floor would be a good option so you have a backup even if medbay does get bombed, it used to be in Genetics for this reason), just general disasters that level large quantities of crew, pods do little to help. While pods are very scaleable, they do not solve the SSD problem, which cloning does: if you have scanned yourself before, you are aware you have a high chance of being cloned.
  2. Database management and skill to use. Replica pods are a clusterfuck to manage and use. There is pretty much no reason to forcibly integrate cloning into Botany instead of Research, replica pods were supposed to be a neat niche feature to give you the unique pod people race, not the default option. Cloning keeps your database clean for you.
  3. Conventional surgery is not fast or efficient, as it requires two people. Cloning (and pods) are a single point solution, while surgery is a two point solution; for every second spend in surgery, you have wasted a second for two people. If the surgeon is good, the raw time spent for crew is at an absolute minimum 80 seconds due to the timers (40*2); in situations where surgery is not necessary, defibs were already the best option, obviously. If the surgeon is bad (kiwi medbay surgeons have consistently demonstrated an inability/unwillingness to learn medicine, thereby relegating to using the Tend Wounds surgery, and fumbling through that), they may spend up to or beyond 2 minutes on a single body, which is 4 minutes in crew time. It's fine to waste doctor's time if you are on a lowpop, no deaths, RP-heavy round, not when the station is in a catastrophe. The payoff for grinding for pods is minimal, grinding for a cloner would be a great reward for research in such cases.

Mannitol is one of the few traditional medications that slipped past the Cobby filter and still works on just about everything, that's solid advice, and I agree that a large part of the problem I've seen is less with the raw time to do surgery and more with the doctors fumbling surgeries, but it still doesn't address what happens when the station is truly in a state of disaster. High death rounds aren't the most common state for the station to be in (the server seems to be hardstuck on changelings or traitorlings with a low midround antag rate) but I have not seen medbay navigate them successfully a single time that I have been on.
It's easy to say "medbay is competent" in a low stress environment where 1-2 people die per ten minutes. Cloning isn't really for that, though. It's for those scary rounds, to provide the station a chance to endure instead of just shuttling up and leaving right when things are getting fun.

That might be a creeping problem with the entire codebase though, because I haven't seen the station go depressurized once. Not one section, not a few rooms, I mean 30% of the whole station. That used to be a normal, fairly frequent occurrence. /tg/ seems to have turned up bruising beyond the point of reasonability (because they're gay) but having to patch up the station and survive is atmos and engineering's main job, not setting up (1) reactor and either afking the whole round or making haha funny slip gas. It's certainly not a reason for a shuttle call. Where are the meteors? What happened to space carp? Why the fuck do bombs break walls faster than reinforced windows? Even without these previously-common problems the station was implicitly supposed to handle on its own time, things seem very tame in general.
Kiwistation is fun and I'm enjoying myself a lot, mainly on account of the the playerbase, especially the newest players feeling out what's possible and having a good time with it. I kind of worry that they're missing out on the authentic experience, though. Everywhere I turn it's like I bump into another "new thing" that has no explicit purpose other than to make the game slower, less chaotic, less kinetic, less creative. There's some cool innovations with systems, but the fact that they only exist to gate you out of doing stuff you used to always be able to do (or within a few minutes of the round start, anyway), that stings. Because there seems to have been this vision that equipment checks and skill checks to get shit done were a feature you shouldn't be able to overcome, not simply a temporary problem to bypass, as antithetical of a paradigm shift that is to SS13 as a whole.
If this was what SS13 was like when I first started, well, I probably wouldn't love the game as much as I do.

Well, more on the topic of cloning and regardless of how calm the round is, cloning enables players to pursue much more dangerous (i.e. FUN) behaviors: groups of miners can challenge bosses without obvious perma-death from being too far to do surgery on, the station can afford to send away teams, people can get to exploring other Z-levels, these sorts of adventurous behaviors were far more common pre 2019 because you could always say bounce a signal or tell people to watch your suit and get yourself cloned.
It used to be a decent split between cloning and borging, but now simply shitting out positronic brains is faster and far more likely to return players to the game, but roboticists spend more time on unnecessary gygaxes to self-antag with, on average, even in particularly dangerous rounds.

To up my issues-per-post count so I don't get accused of wall of texting™ in a discussion of a very complicated game with well over a decade of history to brush through, I think Johan mentioned the Singularity and Teslas being gutted so that the Supermatter shard is the only real option to power the station, that's stupid and dumb and part of what I'm talking about of gutting features to do some weird streamlining of play for no good reason.
There was also an Antimatter engine for a while as the "safe" option, a gas turbine, and even a thermoelectric generator that floated into and out of /tg/ and goon canon for ages, which gave atmospheric technicians a way to power the station, too. I think some of these may still be available through cargo, but I haven't checked to see if all of them are. I've never been a fan of the Tesla, but Singuloose was one of the more fun disaster states, with a chance of doing nothing or, if a traitor beaconed it, absolute havoc. It certainly wasn't a guaranteed shuttle call in the prior cases, unless the crew was particularly lazy, and monitoring it gave the Engineers and AI something to do when things get particularly slow.
Having a full Singularity kit just lying around in Engineering (instead of having to order one, if that's even possible) would be nice. Also, telescience being gutted is still gay and always has been.
Honestly, I think that changing medical now might be a mistake. People have found their chill niche in current med and it's kind of a dick move to try and shift people from that. It'd be like dunking on mining (I fucking despise lavaland mining. Always have, the asteroid was better, the bosses are fucking stupid, the loot system is fucking stupid and everything about new mining is cancerous to me. My mind cannot be changed.) when people have found a part of the game they really enjoy.

I think cloning machines should be brought back, but I think the community on Kiwi is going to adjust with teething pains and find their own pace compared to tg.

Still want the Sing and SM back though. To my knowledge, turbine and SM are the only engines left now; don't think you can order any others in cargo. Which is a dammed shame.

I also forgot to check, is the gateway enabled on kiwi? Does anyone know? Because you mention Z levels and other whacky things. I was doing mining yesterday and fucked around in the hive ruin that spawns there. It's got no active eggs anymore and the Queen seems to be an organless simple mob; meaning the ruin is literally pointless. The only 'loot' there is a stetchkin with one mag which a miner can't use unless he wants to be dunked on for traitor items, a turtleneck and some generic security gear.

Bringing back weird shit to help the station is what ruins, and other Z level stuff should be fore; and the lack of an egg in the Alien hive means there's no real reason to enter there, there's no danger to the station and there's no opportunity for it to affect the round; which is sad. It just further isolates mining stuff into their own box so a miner can float down to the lavaland, and then come back up with gear to fuck with the station. TG seems to be focused on gating off content and concentrating power into the hands of a few specific job roles or antag roles so that nothing really happens on station without them as the driving force. It's not a good move imho.
 
Honestly, I think that changing medical now might be a mistake. People have found their chill niche in current med and it's kind of a dick move to try and shift people from that. It'd be like dunking on mining (I fucking despise lavaland mining. Always have, the asteroid was better, the bosses are fucking stupid, the loot system is fucking stupid and everything about new mining is cancerous to me. My mind cannot be changed.) when people have found a part of the game they really enjoy.

I think cloning machines should be brought back, but I think the community on Kiwi is going to adjust with teething pains and find their own pace compared to tg.
It sounds very reasonable when you put it like that, but from my perspective it's like reading someone say "oh, we taught these amnesiacs to eat shit and they like it, it would be cruel to teach them what real food's like now!" I mean, at least Lavaland has features, even if they're kind of doofy. Most of the focus on the rest of the game has been removal.
So far as teething pains... Unlike how they did cloning removal, with re-integration slow is the right way to do it. But at least let people get a bit of a taste of what the game used to be like.

Full agreement on the rest of the post, so not quoting it.
 
On the subject of reagents Med might actually use, what is your opinion on Earthsblood? https://tgstation13.org/wiki/Guide_to_chemistry#Earthsblood

I've supplied it several times before and no one seemed interested, but I'm not sure if that's because it is genuinely not useful or if they just didn't really know about it. Numerous people online describe it as very good when paired with mannitol to counter the brain damage, and I can produce produce that contains both.
 
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