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Remove the virologist (I accidentally nuked the last one) #9901

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Haliris
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@Haliris Haliris commented Sep 25, 2023

About The Pull Request

Reopening of #9817

Removes the virologist job. This is the exact same PR as the one that was closed and that we can't reopen.

All change requests made by maintainers have been made before this incident happened.

Why It's Good For The Game

See previous PR.

Testing Photographs and Procedure

Screenshots&Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Changelog

🆑
del: Removed the virologist job and all of its references in the code and its associated spawners on the maps.
config: Removed the virologist mention in the config.
/:cl:

Removes the virologist job role and all references of it.
Gives noinfections to doctors
Reverts removal of virologist vox sound
Reverts change to pdas_t_tabs script
Removed viro_hud icon
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions github-actions bot added Mapping DMM Change Sprites TGUI-Changes Contains changes to TGUI. Make sure its up to date with TGUI 4.0 labels Sep 25, 2023
@Haliris
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Haliris commented Sep 25, 2023

Relevant PR regarding removed role playtime hours: #9893

code/modules/cargo/packs.dm Outdated Show resolved Hide resolved
@@ -382,7 +382,7 @@
/obj/item/reagent_containers/glass/bottle/necropolis_seed
name = "bowl of blood"
label_name = "blood"
desc = "A clay bowl containing a fledgling Necropolis, preserved in blood. A robust virologist may be able to unlock its full potential..."
desc = "A clay bowl containing a fledgling Necropolis, preserved in blood. A robust member of medical staff may be able to unlock its full potential..."
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Even if the job doesn't technically exist, the role does and there is simply no better way to describe it.

Suggested change
desc = "A clay bowl containing a fledgling Necropolis, preserved in blood. A robust member of medical staff may be able to unlock its full potential..."
desc = "A clay bowl containing a fledgling Necropolis, preserved in blood. A robust virologist may be able to unlock its full potential..."

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I'm thinking of future players that may not know that virologist used to be a proper job, and wonder who the "virologist" is when coming to the station with that loot. In my opinion, it's best to just vaguely point them in the direction of medbay with that item.

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The virologist workplace needs to be removed somehow, we will either need to expand maints into the areas or create some extra place to put in a few medbays. The corg removal will be easy since it is still the satellite, but the other ones will be a bit harder.

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itsmeow commented Oct 2, 2023

The virologist workplace needs to be removed somehow, we will either need to expand maints into the areas or create some extra place to put in a few medbays. The corg removal will be easy since it is still the satellite, but the other ones will be a bit harder.

We still need to keep basic virology areas, (Pandemics, extractor, other virology supplies, maybe a monkey or two). We are not removing virology as a mechanic.

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PowerfulBacon commented Oct 2, 2023

We are removing the virology lab from medical and the virus creation mechanics from roundstart medical. The machines will be buildable, but the machines to produce viruses are being removed from roundstart medbay spawn as was decided would be the best course of action in a prior admin meeting.

The main reasoning, that I agree with, was that with the virology areas still in then medical just becomes more like the scientist job where some peopel can just do something else and ignore the rest of the department for the entire round and we really don't want another science department. I have heard zams had ideas for more ghetto virus creation techniques for antagonists/bored assistants, but I'm not sure how that is going or what is planned for that.

Since most virus curing mechanics are based in chemistry anyway, we don't lose a whole lot when it comes to the ability to cure viruses, however there will need to be a pandemic somewhere in medical so they can produce vaccines for cured viruses. Probably would make the most sense to put it in chemistry.

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We are removing the virology lab from medical and the virus creation mechanics from roundstart medical. The machines will be buildable, but the machines to produce viruses are being removed from roundstart medbay spawn as was decided would be the best course of action in a prior admin meeting.

The main reasoning, that I agree with, was that with the virology areas still in then medical just becomes more like the scientist job where some peopel can just do something else and ignore the rest of the department for the entire round and we really don't want another science department. I have heard zams had ideas for more ghetto virus creation techniques for antagonists/bored assistants, but I'm not sure how that is going or what is planned for that.

Since most virus curing mechanics are based in chemistry anyway, we don't lose a whole lot when it comes to the ability to cure viruses, however there will need to be a pandemic somewhere in medical so they can produce vaccines for cured viruses. Probably would make the most sense to put it in chemistry.

I still have to get to coding it, been sick this week

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github-actions bot commented Oct 9, 2023

This pull request has conflicts, please resolve those before we can evaluate the pull request.

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Penwin0 commented Oct 20, 2023

DNM lifted, as #9893 dependency is merged

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hotimep commented Oct 21, 2023

zesko just fell to their knees in a walmart

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zeskorion commented Oct 23, 2023

zesko just fell to their knees in a walmart

i support the removal of virology and intend to contribute to it when i have the time

@Haliris
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Haliris commented Oct 23, 2023

I'm busy on another project atm, I'll make the mapping edits next week at best

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itsmeow commented Oct 31, 2023

Deconflict and uncomment the changes in #9893 for playtime support and we're GTG.

@Haliris
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Haliris commented Nov 9, 2023

This removal is being folded into: #10153

Will close this once that rework is completed.

@zeskorion
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This removal is being folded into: #10153

Will close this once that rework is completed.

👍
working on it now. been doing it during slow hours at work, mostly done. Hard part is gonna be making the department disabled with viro in config, but i think i have an idea

@Rukofamicom
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This removal is being folded into: #10153

Will close this once that rework is completed.

I don't see why this should remain open in the meantime, since the other is more or less done at this point.

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8 participants