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Chemical production rework #15634
Chemical production rework #15634
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…oiling into steam and giving off heat if open reagent container
…erature of the reaction, new 'temperature change' variable that changes reagent holder temp by X on reaction
…y tick of gradual reactions, handle_reaction on beakers when put in/removed from chem dispensers
…ner items, can be applied in reactions to shatter beakers and other reagents that have can_shatter set to TRUE. also replaces smash() on reagent_containers/glass which did almost the same thing
…stead of having a var for whether things can or can't shatter
…lp with smoke from reaction instantly melting beaker its in
…tions work with condensers, sets var true on all appropriate reactions, slightly more forgiving sulfuric acid as well
… shatter_chemically(), adds effects for barrels and extinguishers shattering
…kinda), makes temperature_change use set_reagent_temp so it updates reactions, allows lids on condensers
…ys for barrels, more substantial lid/unlidded sprite differences
…instead of big else if list, also checks for my_atom having a loc and being an obj
…ur new ones, makes barium + water a delayed reaction that explodes at the end
I am conflicted on this. On the "let's go!" side, a lot of folks enjoy the new gear and mechanics, and a part of me really likes the idea of seeing a tranquil lab setup amidst of the chaos of a shift. Which is exactly why I have a lot of trepidation. You see, a lot of our chems are based on real-world formulas. A lot of dangerous chems, ones that are not exactly meant to be attempted in the real world. A lot of them the reagents themselves I am pretty sure will have the feds giving you that twitchy look, and with how some of these three letter agencies have been acting as of late, I don't want them to start looking at my buds with those crazed eyes. Secondly, real-world chemistry takes time. A lot more time than the usual round lasting on the non-rp servers. I have been around for quite a long time, and I have seen dozens of ways a round can go from "it's boring around here" to "oh God the escape shuttle can't get here fast enough". I fear the slower production time is gonna screw over medical far more than it usually does, which would make medical regulars frustrated. Third, and this is probably just the ASD talking, but I need to get it off my chest. I have already seen another game go from a fun little romp, to a game that sacrificed fun for the sake of realism, leaving it a tedious, frustrating mess that scares off new folk and frustrates those who stick with it. I do not want Goonstation going down the same path. This is NOT a thumbs down. I would actually help you ram this right up the figurative ass of the RP servers in fact. The slower pace synergizes so well with the atmosphere of GoonRP that I would actually be disappointed if we didn't use this content there. Hell, I'd seriously consider becoming an RP regular leave my chaos hankering for another station. I just have some reservations that Id love to discuss and figure out how to render my worries moot. |
!merge_upstream |
Mostly replying to this bit since I don't have a ton of interesting things to say on the pacing of the chem system (I think it's still pretty fast especially if you multitask) but I think it's important to note that the rework of these chems isn't really trying to go for more realism particularly. Some of the chems take realistic functions of how they behave (ie: sulfuric acid being exothermic) but also other aspects are completely made up because I thought they'd be fun (ie: sulfuric acid producing more and more smoke as it heats up). Real world chem is way, wayy too complex to try and accurately model in this game (at least for me), this is more like using real chemistry as vague references, which is basically what it's always been. There's not a lot of particular plans to make the systems more realistic just for the sake of it, like I don't really wanna add pH for instance, even though that's pretty vital to think about in Real chemistry. Similarly, we don't have any plans to put actually realistic depictions of illegal chemical production in the game, so don't worry about that. :shelterfrog: See: the single new chem added in this PR (photophosphide) isn't real, and basically makes no sense to exist in reality. It's Space Plasma Magic! |
Alright, I think this is okay to merge, most of the obvious bugs have been ironed out and the concept seems to be working well on live. |
Most of these recipes still don't react to completion if it dips below the reaction temperature at any point. |
Like with graphene, that is intended, isn't it? |
Don't think so? I'd be surprised if the graphene interaction was intended |
it's an unintended side effect of things not being able to react below 1 unit (which is in turn to stop floats and foams causing weird reactions iirc) |
Thanks for hearing me out, and reassuring me by pointing out that there is enough obfuscation with certain chems. Really keeps my mind at ease. Time to relearn chemistry! |
@MintyPhresh I'm not quite sure what you're trying to say? The reactions restart fine when they go back over the temperature threshold, and small amounts of reagents not triggering the reaction is intended (for example when you're trickling oil into a reaction beaker from a condenser it shouldn't react every tick) |
I'll try and reproduce the issue and make a bug report; I recall I was using the heater appliance in chemistry to make a 100u beaker full of diethylamine. Heat was set to somewhere above the flash point of diethylamine but it was at around 400K for the last 10u of the reaction... Again, I'll get more detailed information later tonight |
Sorry for getting back to this so late. 50u of ammonia and ethanol at default temperature in a chem heater set to 500 will leave 0.5 of each leftover if left alone, even though it's well above the reaction temperature during the last 50u and doesn't dip back down. |
[CHEMISTRY] [BALANCE] [INPUT WANTED]
About the PR
General Changes:
Chemicals are now mixed at the temperature of precursors. (Hot precursors will make a hot product chem!)
Beakers, extinguishers and barrels will now shatter open completely when an explosive reaction happens inside them, spraying out shards of glass/metal that can embed.
Reactions not inside inventories or puddles will display little animations on their container. Beakers will visually bubble, puff out flames, smoke, and more!
Chemistry Equipment
Beaker lids
Condensers
Barrels
Recipes:
Water Boiling
Acetone And Phenol
Diethylamine
Sulfuric Acid
Hydrogen + Carbon Reaction
Oil
Charcoal
Charcoal Steam Mixing
Silver Sulfadiazine
Styptic Powder
Synthetic Flesh Pustule
Pustules
Photophosphide
Cyanide
Pentetic Acid
Salbutamol and Salicylic Acid
Barium + Water
Why's this needed?
A common complaint with chemistry is that while the chemicals themselves are interesting and varied, they are almost always produced with long chains of very simple "read it off the wiki" reactions. This PR aims to make the process of mixing chemicals (primarily medical chemicals) more interesting and challenging by introducing more complicated reactions and required conditions.
This is a pretty big shakeup, so feedback and iteration are definitely expected.
Changelog