-
-
Notifications
You must be signed in to change notification settings - Fork 682
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Chemistry and Medkits tweaks #10619
Chemistry and Medkits tweaks #10619
Conversation
We'll hold this a bit until bioscanner is sorted Most relevant PR: |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
swwad
code/game/objects/structures/crates_lockers/closets/secure/medical.dm
Outdated
Show resolved
Hide resolved
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This PR forgets EchoStation
Be careful. This PR will cause conflict with revert TM. |
I had a conflict related to it and had no idea how to handle it. I assume this and other Medbay related PR are on hold until further notice. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
D:< |
This is safe to update at this point. Bioscanners are done, the author has moved on from trying to implement them. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
what happened to this lol If you get it fixed up ping me for merge |
Waiting for someone to offer a merge so I don't need to update it only for it to get another merge conflict. lol I'll update it in a day or less. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
The day or less turned into a few days, sorry for the wait. |
This PR no longer forgets Echostation
Holy fuck the conflicts. Seeing as I am not going to work on this until I can get around to resolving the apparently 369 file changes and tons of conflicts, I will close this and re-open a new PR when it is more relevant again. |
The merge conflicts are probably the result of a messy branch, |
Probably, but I'll get back to this if I find it desirable in the future. Might even implement some of its changes into other PRs. Either way, it will be a new PR. |
About The Pull Request
Tweaks a bunch of things related to Chemistry and medkits. Chemists will now have access to empty advanced medkits so they can make their own customized medkits with whatever they want in them.
Additionally, Exploration can find cool and empty Syndicate medkits, they can not be used to gain illegal tech.
Why It's Good For The Game
Tactical Medkit: I want a chance to see Syndicate Medibots. lol
Advanced Medkit: Chemistry should be able to not just use their fridge (and possibly sleeper) to distribute their medicine.
These three are mostly for mappers to choose how and when they wish it to be used. I've added one plumbing locker and toolbox in each chemistry or plumbing area. The RCD toolbox is only on Corg.
Plumbing locker: Its never used in chemistry so I'd rather see it in a dusty corner such as the chemistry plumbing room some maps has instead of the actual chemistry room.
Medical toolbox: Mini-version of the plumbing locker.
RCD toolbox: Mini-version of the RCD crate.
Testing Photographs and Procedure
Screenshots&Videos
Changelog
🆑 @MarkusLarsson421 @BriggsIDP
add: Adds a chemistry plumbing closet containing all plumbing essentials.
tweak: Moves plumbing related things from the regular chemistry closet to the plumbing closet
add: Adds two empty advanced first aid kits to chemistry closets, one pair of science goggles,
tweak: Minor changes around all chemistry areas.
add: [Fland, Kilo] Added Medbay lockdown shutters on all exits, including maintenance.
tweak: All Chemistry rooms now have a preloaded fridge in the front and empty in the back.
balance: Added an empty Syndicate Tactical medkit to Exploration loot spawns with a weight of 4.
balance: Gave chemists a bunch of ammo for their plumbing tool.
add: RCD toolbox, includes four RCD materials along with the RCD itself.
tweak: [Corg] Replaced RCD crate with the RCD toolbox.
iconadd: toobox_medical
add: Added EVA room to the departments prefab and the chemistry toolbox and locker to the chemistry section.
add: [Delta] Added chemical plumbing closets to Medbay maintenance.
tweak: Exchanged empty regular medkits with empty advanced medkits in Robotics.
tweak: [Delta, Fland] Replaced surgical tools in Robotics with a surgical duffelbag.
/:cl: