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Chemical factories: Medical usage edition #10750
Chemical factories: Medical usage edition #10750
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While this is done, could the player collision of the pipes be removed so they can be walked over? |
They can be walked over, I put the pipes first and then set the synthesisers afterwards |
Has this always been the case? Could've sworn you couldn't. |
What's this different from |
Presentation. And also I don't know if output gates can dispense into containers, only syringes |
Would you consider adding a way to link medbots directly to the filler?
They can dispense into containers. |
I want to add medbot stations which can be filled with chemicals and have medbots automatically go there when they deplete, but the amount of work is significantly greater to do that than the simple changes in this PR |
In favour of temporary(?) revert of bioscanner, it should be on hold. Also, this PR will conflict with |
It shouldn't conflict, the other PR is simply moving the plumbing stuff to its own locker rather than changing anything about it. This can work alongside the bioscanner and comes about as a result of feedback on the medbot changes, rather than the bioscanner; however not merge conflicting the bioscanner revert is critical |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
The evil has been defeated |
Despite git claiming that there are no changes from master to my branch, there are a ton of changes to the map. No clue why the diffs are so large. |
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. |
please it's been three months when this first got opened, i just want my meth factory back |
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Good on the mapfront, but, is it really necessary to keep a void as a stark reminder of what it had? place a good ol' fulltile window!
I'd say remove all those things should be removed to allow the chemist to put in whatever they want. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
About The Pull Request
Why It's Good For The Game
Chemical factories were essentially soft-removed by the requirement for a huge amount of matter to be effective. After some recent discussion in general, and consolidating on some of my own experiences playing chemist, the main thing I dislike about chemistry is having to produce large amounts of a certain reagent as it is often time consuming and not fun. Chemical factories are perfect for producing chemicals which need to be created on-masse throughout a round, so why not encourage them to be used for that purpose.
I specifically remove the pill press, bottle dispensor and patch dispensor since I don't want people making factories that just pump out self-healing medicine in-front of medbay. I want these to be used by doctors, or chemists to pass on to other people, to refill medbots, or to keep sleepers full.
Testing Photographs and Procedure
Changelog
🆑
balance: Chemical factories now use power instead of matter.
del: Removes pill presses and patch dispensors.
tweak: Bottle dispensors no longer produce glass bottles out of nowhere, they now require a bottle to fill.
fix: The plumbing RCD can now print bottle fillers.
/:cl: