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[MIRROR] Adds more medipens to the medipen refiller #2791
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* Adds more medipens to the medipen refiller (#82449) ## About The Pull Request Adds mining pens and meth pens as things you can refill from the medipen refiller Regular pen requires Libital Luxury pen requires Penthrite Meth pens requires meth Mutadone pens requires mutadone Invisibility pens requires saturnX ## Why It's Good For The Game This is a criminally underused machine that is already hidden by being behind research and construction in the department least likely to build machines, giving them a pretty minor but cool interaction with Mining that could save them some mining points if they put the work in sounds cool. Regular medipen takes Libital but it also gains epinephrine, aiuri and leporazine, which is fine because these are all just as easy to get than Libital anyways (except for Epinephrine, but it's not a major player here, even in epipens it's used for the formal more) and has the low pressure requirement making it not worthwhile for doctors to abuse. Luxury medipens takes Penthrite, so even if it makes omnizine and some others, the penthrite alone, being hard to make, requiring Lavaland geysers, AND having the low-pressure on top of it, makes it nice for miners to have. Chemists who goes out of their way to do plunging stuff on lavaland, bluespaces it up, and make a well optimized factory, on top of having to get some pens to refill, makes it a long and worthwhile process for a good item. For the meth pens, it was added as a nukie only item, and I don't really see why you shouldn't be able to refill them. Mutadone medipens is just straight up mutadone with nothing extra added on top, so I don't see why it shouldn't be refillable. * Adds more medipens to the medipen refiller --------- Co-authored-by: John Willard <[email protected]>
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* Refactored ghetto chem separator (#83275) ## About The Pull Request This completely reworks how ghetto chem separator works & brings more depth & immersion to it. To understand the new system let's compare it with the current one **Old System** 1. You insert a beaker containing the reagents you want to separate. 2. You use a lighter/whatever to light a flame, Flame has _magic & unrealistic_ properties such as - It will never heat the beaker above 100k - It doesn't burn oxygen or use fuel source to sustain it - Distillation rate is a constant 5u/s. It doesn't increase as the solution boils hotter 3. The apparatus sorts the reagents alphabetically? & transfers the 1st reagent from sorted list to the target beaker. It does not care if each individual reagent has their boiling points & how to separate them based on that etc. It's just bland overall **New System** 1. You insert a beaker containing the reagents you want to separate, just lke the old system 2. You use a lighter/whatever to light a flame just like the old system, however flame behaves in a more realistic fashion as follows - It will heat the beaker all the way to 1000k if you let it run long enough - It now burns oxygen & uses a fuel source(a secondary beaker which you must insert containing flamable reagents like oil, welding fuel etc). When oxygen is the fuel source no O2 gas is required - Distillation rate starts at 2u/s & increases with rising temps - Intensity of the flame depends on the quality of reagents used as fuel, Oil has best flammable quality & will heat the beaker faster, other reagents mixed in various proportions can produce better quality flames which you can understand by examining the aparatus - The flame intensity can be adjusted via the burner knob setting 3. Each reagent now has their _boiling computed_ computed from their mass allowing for realistic interactions, like having to control the temp's just right to separate your required reagent 4. Temps automatically cooldown and you can install a condenser to Facilitate faster cooling Here's the demo video explaining everything https://github.com/tgstation/tgstation/assets/110812394/ba591859-3fff-4d06-90f8-024c7266f830 ## Changelog :cl: refactor: ghetto chem separator has been reworked from scratch. See PR 83275 for details qol: adds examines & screentips for ghetto chem separator /:cl: * Refactored ghetto chem separator --------- Co-authored-by: SyncIt21 <[email protected]> Co-authored-by: NovaBot13 <[email protected]>
AnywayFarus
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Jun 2, 2024
* Refactored ghetto chem separator (#83275) ## About The Pull Request This completely reworks how ghetto chem separator works & brings more depth & immersion to it. To understand the new system let's compare it with the current one **Old System** 1. You insert a beaker containing the reagents you want to separate. 2. You use a lighter/whatever to light a flame, Flame has _magic & unrealistic_ properties such as - It will never heat the beaker above 100k - It doesn't burn oxygen or use fuel source to sustain it - Distillation rate is a constant 5u/s. It doesn't increase as the solution boils hotter 3. The apparatus sorts the reagents alphabetically? & transfers the 1st reagent from sorted list to the target beaker. It does not care if each individual reagent has their boiling points & how to separate them based on that etc. It's just bland overall **New System** 1. You insert a beaker containing the reagents you want to separate, just lke the old system 2. You use a lighter/whatever to light a flame just like the old system, however flame behaves in a more realistic fashion as follows - It will heat the beaker all the way to 1000k if you let it run long enough - It now burns oxygen & uses a fuel source(a secondary beaker which you must insert containing flamable reagents like oil, welding fuel etc). When oxygen is the fuel source no O2 gas is required - Distillation rate starts at 2u/s & increases with rising temps - Intensity of the flame depends on the quality of reagents used as fuel, Oil has best flammable quality & will heat the beaker faster, other reagents mixed in various proportions can produce better quality flames which you can understand by examining the aparatus - The flame intensity can be adjusted via the burner knob setting 3. Each reagent now has their _boiling computed_ computed from their mass allowing for realistic interactions, like having to control the temp's just right to separate your required reagent 4. Temps automatically cooldown and you can install a condenser to Facilitate faster cooling Here's the demo video explaining everything https://github.com/tgstation/tgstation/assets/110812394/ba591859-3fff-4d06-90f8-024c7266f830 ## Changelog :cl: refactor: ghetto chem separator has been reworked from scratch. See PR 83275 for details qol: adds examines & screentips for ghetto chem separator /:cl: * Refactored ghetto chem separator --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: SyncIt21 <[email protected]> Co-authored-by: NovaBot13 <[email protected]>
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Mirrored on Nova: NovaSector/NovaSector#1889
Original PR: tgstation/tgstation#82449
About The Pull Request
Adds mining pens and meth pens as things you can refill from the medipen refiller
Regular pen requires Libital
Luxury pen requires Penthrite
Meth pens requires meth
Mutadone pens requires mutadone
Invisibility pens requires saturnX
Why It's Good For The Game
This is a criminally underused machine that is already hidden by being behind research and construction in the department least likely to build machines, giving them a pretty minor but cool interaction with Mining that could save them some mining points if they put the work in sounds cool.
Regular medipen takes Libital but it also gains epinephrine, aiuri and leporazine, which is fine because these are all just as easy to get than Libital anyways (except for Epinephrine, but it's not a major player here, even in epipens it's used for the formal more) and has the low pressure requirement making it not worthwhile for doctors to abuse.
Luxury medipens takes Penthrite, so even if it makes omnizine and some others, the penthrite alone, being hard to make, requiring Lavaland geysers, AND having the low-pressure on top of it, makes it nice for miners to have. Chemists who goes out of their way to do plunging stuff on lavaland, bluespaces it up, and make a well optimized factory, on top of having to get some pens to refill, makes it a long and worthwhile process for a good item.
For the meth pens, it was added as a nukie only item, and I don't really see why you shouldn't be able to refill them.
Mutadone medipens is just straight up mutadone with nothing extra added on top, so I don't see why it shouldn't be refillable.
Changelog
🆑 JohnFulpWillard
add: A bunch of new medipens you can refill with the medipen refiller (survival/luxury/mutadone/saturnx/meth)
/:cl: