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The great botany accident aka
CROSS-POLLINATION IS BUSTED AS SHIT aka
Lol bro just plant strange seeds around a plant and profit bro aka
The hidden genius of Zradil Zdravotny and Jonah Spengler


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Now this was me grinding a SINGLE LEAF of Ambrosia Deus
this leaf contained:
Omnizine
Synaptizine
Space drugs
Vitamins
Nutriment
Bath Salts
Atropine
Mercury
Aiuri
Toxin
Mindbreaker toxin
Lipolicide

All in one leaf, with a beaker of 100 units
my point is: PLEASE MAKE SOME FUCKING PLASTIC, WE BOTANISTS NEED OUR BEAKERS OF HOLDING

Oh and I saw Gator Gamer sacrifice himself to the Ash Drake so that Ethan Ralph could flee from the bar while jacking as much alcohol as he could
 
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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.
I have to say you're right. I can't speak about the other issues you talk about, however, it's not true surgery is no longer that slow. Null has increased the surgery speed times a lot, and the upgraded tools (which the CMO now spawns with) are enough to make a really quick surgery. Upgrading the manipulators of beds also allows for quicker surgery times. I haven't upgraded the basic 4 beds (which now that I think about it, I should), but I do try to give good capacitors and manipulators to the extra beds I build at the center. The problem right now might be that tending wounds is sometimes the optimal route: a lot of people hate cryo because you fall asleep and abusing first aid kits at medbay is not always a good option, we had a round were we ran out of sutures and so we had to keep performing surgery.

In this case, I would say it also comes to relying more on chemists. As Dyn said, chemistry can help a lot. However, it's also true a lot of the chemists are shitters; I have rounds were I can't even request mutadone because the chemist says he will see if he gets time to make it, and I have to do it myself, which distracts me from treating other people. Not to mention the useless factories many make for drugs or space lube, we even had a random guy build a huge lube factory that blocked medbay's hallways, it might sound funny but it's annoying as fuck, especially because we had an epidemic and the asshole decided to lube the pharmacy, making it hard to distribute the cure. As Ive said, I'm glad that people like Space TERF are practicing chemistry now, she dedicates herself to make medicines and not useless shit, and stocks our fridge really quick. I've had some other good chemists before (Dahmer, Dyn), but they play other roles or don't connect as often.

Regarding cloning, I think a good compromise would be to have genetics make a specific room for it, spawning already with the space available and some basic machinery (crew monitor and DNA scanner). I'm not sure if genetics used to be in medicine or not, seems likely because a lot of people look for it over there, but it could be placed near virology. If that's way too far, the current map has an unused cloning room hidden in maintenece, not far from medbay. Bomb radiuses targeted to the main operation room don't reach there. We could test it, however, Null seems to really dislike cloning, so I'm not sure if he's even considering this.

Adding to surgery, since I don't have a problem with this feature: a cool thing would be to expand on alien surgery, however abductor rounds are rare. Maybe add abductor as a late round role (chance to spawn 40-1 hour round in) and, of course, make the surgeries more valuable. Just food for thought.
 
Oh and I saw Gator Gamer sacrifice himself to the Ash Drake so that Ethan Ralph could flee from the bar while jacking as much alcohol as he could
He was a loyal man lizard, but it had to be done.

His sacrifice wasn't in vain, I drank it all!
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The great botany accident aka
CROSS-POLLINATION IS BUSTED AS SHIT aka
Lol bro just plant strange seeds around a plant and profit bro aka
The hidden genius of Zradil Zdravotny and Jonah Spengler



Now this was me grinding a SINGLE LEAF of Ambrosia Deus
this leaf contained:
Omnizine
Synaptizine
Space drugs
Vitamins
Nutriment
Bath Salts
Atropine
Mercury
Aiuri
Toxin
Mindbreaker toxin
Lipolicide

All in one leaf, with a beaker of 100 units
my point is: PLEASE MAKE SOME FUCKING PLASTIC, WE BOTANISTS NEED OUR BEAKERS OF HOLDING
I think plastic is too much of a hassle to build currently, so it's largely ignored. However, beakers are glass, and you can always get some at medbay.
 
The great botany accident aka
CROSS-POLLINATION IS BUSTED AS SHIT aka
Lol bro just plant strange seeds around a plant and profit bro aka
The hidden genius of Zradil Zdravotny and Jonah Spengler



Now this was me grinding a SINGLE LEAF of Ambrosia Deus
this leaf contained:
Omnizine
Synaptizine
Space drugs
Vitamins
Nutriment
Bath Salts
Atropine
Mercury
Aiuri
Toxin
Mindbreaker toxin
Lipolicide

All in one leaf, with a beaker of 100 units
my point is: PLEASE MAKE SOME FUCKING PLASTIC, WE BOTANISTS NEED OUR BEAKERS OF HOLDING
Yeah, you can make plants with a ton of reagents, but I'm not sure if it's busted. A lot of the reagents are counterproductive to have on a plant with a specific intended use(i.e. medicine and poison on same plant), and even as a chem farm no one cares about the vast majority of reagents. I've offered meth, omnizine, earthsblood, etc many times only for it to go unused.

Edit: also, you can get tons of 100u beakers at the beginning of the round from the techfab in the hallway near botany.
 
The great botany accident aka
CROSS-POLLINATION IS BUSTED AS SHIT aka
Lol bro just plant strange seeds around a plant and profit bro aka
The hidden genius of Zradil Zdravotny and Jonah Spengler



Now this was me grinding a SINGLE LEAF of Ambrosia Deus
this leaf contained:
Omnizine
Synaptizine
Space drugs
Vitamins
Nutriment
Bath Salts
Atropine
Mercury
Aiuri
Toxin
Mindbreaker toxin
Lipolicide

All in one leaf, with a beaker of 100 units
my point is: PLEASE MAKE SOME FUCKING PLASTIC, WE BOTANISTS NEED OUR BEAKERS OF HOLDING
I remember when you showed me that, shit was whack.
 
I think plastic is too much of a hassle to build currently, so it's largely ignored. However, beakers are glass, and you can always get some at medbay.
Plastic is easy and I'd be churning it out if I knew people actually wanted it. I only ever make some when a doctor can't find surgical drapes.
 
Really informative, for some reason I thought severe damaged ears and eyes can't be fixed, and that mannitol won't fix beyond midly damaged brains.
 
The problem right now might be that tending wounds is sometimes the optimal route: a lot of people hate cryo because you fall asleep and abusing first aid kits at medbay is not always a good option, we had a round were we ran out of sutures and so we had to keep performing surgery.

In this case, I would say it also comes to relying more on chemists.
I've never made anything for brute/burn as a chemist because I've never thought it would be wanted. I can start putting together a small chemfactory at roundstart to pump 25u Miner's Salves to the medbay lobby, and then add Oxandrolone and Salicyclic batches to the end of the queue.
 
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.
Back before the botany rework massive piles of ambrosia gaia with mannitol added were a common sight in the corridors around botany due to earthsblood being used for upgrading plant trays. It's not seen that often now because gaias are hard to get and not very useful for botany itself. I guess you could try giving a lot of this to medbay and explaining what it is to a doctor.
 
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Added calomel, it's easy to make and can come in really handy.

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.
I balked at botany ingredients early on when I was still learning med and too flustered to figure it out midround, but I've been looking over it now. Silibinin and polypyrylium are pretty useless, and not at all worth a botanist's time running them over to chem, let alone trying to grow them. Omnizine and earthsblood both look extremely useful however, and I'm going to add a section to my autism guide on what chemists should do with them if a botanist brings some over.
 
I balked at botany ingredients early on when I was still learning med and too flustered to figure it out midround, but I've been looking over it now. Silibinin and polypyrylium are pretty useless, and not at all worth a botanist's time running them over to chem, let alone trying to grow them. Omnizine and earthsblood both look extremely useful however, and I'm going to add a section to my autism guide on what chemists should do with them if a botanist brings some over.
Omega Weed can be harvested for easy meth(and a ton of other stuff), which I've heard chemists like, although I don't know whether or not you'd rather make it yourself. As far as Omnizine and Earthsblood, both can be pumped out pretty easily. Maybe A. Gaia was hard to make in the past, but now it's just two mutations, and without any branching path bullshit to deal with.

It would be fairly simple to mass produce produce that has 10u Earthsblood and 30u Mannitol. Assuming the /tg/ wiki and my math are correct, feeding a patient one of these plants would heal 25 brute 25 burn 12.5 suffocation 2.5 cellular and 12.5 stamina over 25 metabolic cycles, with additional brain healing due to the excess mannitol.

Earthsblood gains a massive healing increase after cycle 25, so if you were to feed a patient two of these plants one after another they would recover 150 brute 150 burn 87.5 suffocation 87.5 toxin 27.5 cellular and 87.5 stamina over 50 metabolic cycles, again with additional brain healing due to excess mannitol. It has an overdose of 25u, so you'd want to avoid feeding more than two to someone until it has had a chance to wear off a bit. It also results in a trippy effect(edit: rainbow colors, not actually tripping) and inflicts pacifism until it's out of your system.

@Nuns with guns I would be interested if all this would actually translate into something Med would find useful. Tend wounds is pretty powerful, and the reagents obviously wouldn't take effect while in stasis. Also I've learned a lot of med work is actually dealing with organ damage, which Earthsblood does nothing for.


Edit: For some reason "Densified Chemicals" trait isn't doing what it seems like it should, so the product would only have 5u Earthsblood and 15u Mannitol. You can get same results by just feeding patient twice what is listed. There is a way to produce specimens that have 21u Earthsblood and 63u Mannitol, but it would be more of a hassle and only worth making if there was a high demand.
 
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I wonder if you can still make 1000u of synthflesh out of 30u when placed in a e-cig and vaped into clouds, great unless they finally added an OD threshold to Synthflesh.
It converts 66% of all burn/brute damage healed into toxin damage, so that would kill you pretty fast.

Okay but the real question is where are all the fucking meson scanners gone?
 
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Okay but the real question is where are all the fucking meson scanners gone?
You can see some in the upper left portion of one of the screenshots. There are some in the SM chamber and there should be some down by the old engine area.
 
Okay, where in the fuck am I supposed to get the E.X.P.E.R.I-MENTOR circuit board? Is the RD the only one allowed to print it or is it locked behind some autistic late-game tech research?
 
I play cargo tech because I have severe daddy issues. It's nice to have an authority figure working alongside me.
The quartermaster and I even make small talk sometimes. I asked him why he's not wearing his jumpsuit and he told me he didn't like it.

QM was an antag, suicide bombs medbay after 20 mins
 
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