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GOONCHEM: Part 4: Pyrotechnics, Drugs, and Misc. Chemicals #7562

Merged
merged 25 commits into from
Feb 25, 2015
Merged

GOONCHEM: Part 4: Pyrotechnics, Drugs, and Misc. Chemicals #7562

merged 25 commits into from
Feb 25, 2015

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Iamgoofball
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l3rjhzk
GOONCHEM PART 4: GIMMICK CHEMS AND DRUGS

  • Insulin has been added. Use it to treat hyperglycaemic shock. You can get it from medical vendors and the Cargo medicine supplies crate.
    • You can now go into hyperglycaemic shock from having over 200u of Sugar in your body at once. Treat it with Insulin.
  • Medvendor contents have been reduced from medical having everything they need at roundstart level, and toxin bottles are now back in the vendor.
  • Medical Analyzers now show all reagents in a mob, along with any addictions the mob has. It will show if a reagent is overdosing. You can enable this mode by using the analyzer inhand.
  • Tobacco and Space Tobacco have Nicotine in them now.
  • Adds Methamphetamine to the game. Mix it with Ephedrine, Iodine, Phosphorous, and Hydrogen at 374K.
    • Or, look around in Maintenance for Muriatic Acid, Caustic Soda, and Hydrogen Chloride. Recipes are also available for these.
  • Adds Saltpetre. Mix it with Potassium, Nitrogen, and Oxygen.
  • Adds Bath Salts, mix it with Bad Food, Saltpetre, Nutriment, Space Cleaner, Universal Enzyme, Tea, and Mercury at 374K.
  • Adds Aranesp. Mix it with Epinephrine, Atropine, and Morphine.
  • Adds Hotline. Get it from Poppy plants.
  • Strange Reagent revival was changed. It now won't gib but won't do anything above a 100 BRUTE or BURN threshold.
  • Carpet now applies carpet tiles to whatever flooring it hits. Mix it with Space Drugs and Blood.
  • Colorful Reagent colors have been improved drastically and now are more varied and nicer looking.
  • Corn Starch has been added. Get it from juicing Corn.
  • Corn Syrup has been added. Mix it with Corn Starch and S-Acid.
  • Corgium has been added. Mix it with Nutriment, Colorful Reagent, Strange Reagent, and Blood at 374K.
  • Adds Quantum Hair Dye. Mix it with Colorful Reagent, Radium, and Space Drugs.
  • Adds Barber's Aid. Mix it with Carpet, Radium, and Space Drugs.
    • Adds Concentrated Barber's Aid. Mix it with Barber's Aid and Unstable Mutagen.
  • Re-adds GOTTAGOFAST, renames the current gottagofast to IGNORESLOWDOWN, adds GOTTAGOREALLYFAST for meth
  • Saline Glucose Solution has finally gotten the nerf it needs badly. It's no longer tricord 2.0.
  • Salt recipe is now Water+Sodium+Chlorine, due to major problems with salt being mixed instead of a chemical.

@Jordie0608
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Hector wants you to make a changelog on this mission.

@Steelpoint
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Put a meth lab somewhere in maintenance, if you put in the wrong ingredient the lab blows up.

Either way, neato.

@Dorsisdwarf
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Should have a more descriptive main post.
I'm seeing 4 chems added, not 3.

@Delimusca
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saltpetre should maybe be in the hydroponics.dm fertilizer list, it's basically eznutriment on goon.

@GunHog
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GunHog commented Feb 5, 2015

Please make proper IC descriptions.

@vista-
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vista- commented Feb 5, 2015

GunHog, you can never see those descriptions during normal gameplay, it's more of a note for coders.

Iamgoofball, perhaps you can add the hair growth disease to the mob if they take bath salts?

..()
return

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Meth depletes at a rate of 0.6 on Goon now; amazing stun reduction+super speeds was just too good for something with a 0.4 depletion rate. Meth also causes 0.5 brain damage per cycle. It also makes you twitch and shiver, like hyperzine did.

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this was fixed but the diff isn't updating

@Deantwo
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Deantwo commented Feb 6, 2015

GunHog, you can never see those descriptions during normal gameplay, it's more of a note for coders.

Wrong. The ChemMaster can analyze reagents, which simply displays the reagent's name and description.
I just refactored said code, so I am sure. See: Chemistry-Machinery.dm#L344

M.Jitter(3)
M.adjustBrainLoss(0.5)
M.emote(pick("twitch", "shiver"))
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should probably add a chance for either of these to happen, otherwise, it's going to make you twitch or shiver every single proc. I'd just use Hyperzine's old probabilities: if(prob(5)) M.emote(pick("twitch","blink_r","shiver"))

@Fox-McCloud
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@vista-

I think just giving it a small chance per cycle to add a particular beard to your mob, then update the icons, would be better.

@Iamgoofball Iamgoofball changed the title Adds 3 new drugs GOONCHEM: Part 4: I gotta browse the diff edition Feb 7, 2015
…o drugs

Conflicts:
	code/modules/reagents/Chemistry-Goon-Medicine.dm
	code/modules/reagents/reagent_containers/pill.dm
	icons/obj/drinks.dmi
@Iamgoofball Iamgoofball changed the title GOONCHEM: Part 4: I gotta browse the diff edition GOONCHEM: Part 4: Silly Chemicals and Drugs Feb 8, 2015
@Iamgoofball Iamgoofball closed this Feb 8, 2015
@Iamgoofball Iamgoofball reopened this Feb 8, 2015
@smet19
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smet19 commented Feb 8, 2015

Adds Cocaine. Get it from Poppy plants.
Getting a cocaine from poppy plants is a kinda weird.

@Iamgoofball
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@smet19 in the late late future of 2018 someone will probably have added a cocoa plant by then and we can add coke to those

@ghost
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ghost commented Feb 8, 2015

Wow the analyser spams now. And you could probably make the text colours/formatting more consistent. It looks messy.

@Deantwo
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Deantwo commented Feb 8, 2015

That's another reason I want this in a separate device.
But I guess it would be fun for a chemist to make pills with 50 different chemicals just to mess with the doctors.

Once suggestion @Iamgoofball, make the reagent list smaller when (!mode).
Remember to change the mode toggle message if you do.
PS: Why is it a verb and not just self_attack to toggle mode?

@ghost
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ghost commented Feb 8, 2015

But I guess it would be fun for a chemist to make pills with 50 different chemicals just to mess with the doctors.

That sounds similar to other spam problems that have been fixed in the past.

On Sun, Feb 8, 2015 at 10:08 PM, Deantwo notifications@github.com wrote:

That's another reason I want this in a separate device.
But I guess it would be fun for a chemist to make pills with 50 different chemicals just to mess with the doctors.
Once suggestion @Iamgoofball, make the reagent list smaller when (!mode).

Remember to change the mode toggle message if you do.

Reply to this email directly or view it on GitHub:
#7562 (comment)

@ghost
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ghost commented Feb 12, 2015

Untable isn't a very good joke and sounds like a useless reagent honestly. Good thing it's getting removed.

I'd be into realistic drugs if they actually did a decent job simulating the actual drug's effects. I'm not sure if these do that or not. Otherwise it just seems trashy and childish imo

On Thu, Feb 12, 2015 at 4:12 PM, Steelpoint notifications@github.com
wrote:

Wait it says unTable?

That's a bad word, give it a unique one. I thought I was going crazy for a second.

Reply to this email directly or view it on GitHub:
#7562 (comment)

@Iamgoofball
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merge conflicts again

@Pennwick
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I hate to say this but aside from Medvendor reductions and possibly the analyzer buff does this PR add anything constructive to the game? It seems to be a bunch of silly garbage.

@Deantwo
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Deantwo commented Feb 12, 2015

Yeah, I was gonna say that only really the first 3 or 4 points on the list sound useful.

…o drugs

Conflicts:
	code/modules/food&drinks/food/snacks_meat.dm
	code/modules/reagents/Chemistry-Reagents/Consumable-Reagents/Food-Reagents.dm
	icons/obj/drinks.dmi
	icons/obj/food.dmi
@Iamgoofball
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loads of changes made, changelog updated

color = "#000000" //rgb: 96, 165, 132
metabolization_rate = 0.05

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if you want to go all out, I recommend making a new cleanable decal that creates a very small explosion when heated to the proper temperature or disturbed by a vortex.

By the by, body temperature probably should impact a chem's temp; the whole reason black powder has a low metabolism rate is so you can inject it into someone subtly, then ignite them without them realizing what's going on until it's too late.

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it does, check the metabolize changes

@Fox-McCloud
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You may want to make a new new check for movement speed other than GOTTAGOFAST now.

Pap's mining changes got merged in which effectively killed movement speed increase drugs--making things like ephedrine/meth/etc pretty much useless for the intents/purposes you intend them for; unencumberable is vastly different than +1 movement speed.

@ghost
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ghost commented Feb 23, 2015

I don't think we should have speedups in the game and people move laggy sanic, only counters to slowdown like wearing hardsuits and stuff.

@Fox-McCloud
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Both have incredibly abusive factors that can't be resolved well, sadly (in large part due to how there's not very granular control over movement speed).

+1 movement speed level means a crazy fast knucklehead is difficult to hit, but once he's hungry/in a hardsuit/hurt/get hit by a disabler/etc it's a nice little advantage stil, but it's not completely ridiculous, as he's inevitably still slowed down.

Unencumberable isn't so ridiculous at full health, but it allows someone to ignore every single downside, ever of anything that slows them down; that lunatic running around in armor now not only takes 4 disablers shots to take down, but he's not going to get any easier to hit with each successive shot, either. The latter here gives the person the complete and final say in in every combat engagement right up to the point where he's stunned or knocked into crit.

Both are irritating to deal with, to say the least, just in different ways.

@Iamgoofball Iamgoofball changed the title GOONCHEM: Part 4: Silly Chemicals and Drugs GOONCHEM: Part 4: Pyrotechnics, Drugs, and Misc. Chemicals Feb 25, 2015
Razharas added a commit that referenced this pull request Feb 25, 2015
GOONCHEM: Part 4: Pyrotechnics, Drugs, and Misc. Chemicals
@Razharas Razharas merged commit 588c798 into tgstation:master Feb 25, 2015
if(M.satiety > -200)
M.satiety -= 20 //eating sugar makes you more hungry over time by making your hunger drop faster.
M.nutrition += max(((NUTRITION_LEVEL_FED + 50) - M.nutrition )/100, 0) * nutriment_factor // sugar doesn't help your hunger if your stomach is nearly full
holder.remove_reagent(src.id, metabolization_rate)
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Why did you re-add the satiety effect on sugar?

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This could of been a error from having a older version of the code base but I dont know someone should fix it quick.

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Shit, probably an accident from merge conflict fixing, go ahead and fix it

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