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GOONCHEM 5: Pyrotechnics are finished, Toxins mostly complete #8058

Merged
merged 36 commits into from
Mar 21, 2015
Merged

GOONCHEM 5: Pyrotechnics are finished, Toxins mostly complete #8058

merged 36 commits into from
Mar 21, 2015

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Iamgoofball
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Fixes #8039
Fixes #7228
Fixes #8356

  • Fixes Morphine not knocking you out.
  • Adds Stabilizing Agent. This chemical will prevent the effects of certain reactions from taking place in the container it is in, such as Smoke Powder and Flash Powder, allowing you to get the raw forms of the powders for heating up later.
  • Smoke Powder and Flash Powder can now be mixed along with Stabilizing Agent in order to produce a powder version of the effects. You can then heat these powders to 374K to get the effects.
    • Mixing them without Stabilizing Agent gives the default effects.
  • Adds Sonic Powder, a chemical that deafens and stuns within 5 tiles of the reaction. It also follows the reaction rules of the other 2 powders.
  • Liquid Dark Matter and Sorium also now work like the powders do.
  • CLF3 now has a higher chance of making plating tiles, and the burn damage caused by it scales based on your fire stacks.
  • Adds Pyrosium. This reagent heats up mobs by 30 degrees every 3 seconds if it has oxygen to react with. Useful for when you want a delayed mix inside of someone.
  • Adds Cryostylane. This reagent does the opposite of Pyrosium, but it still requires oxygen to react with.
  • Napalm has been made into a reagent. It gives you 7 firestacks when splashed on, and 1 firestack every tick. It doesn't ignite you though, so you can inject someone with this and then wait for them to catch on fire for extra fun times. The napalm mixing effect was moved into the below reagent.
  • Adds Phlogiston. Upon mixing, this reagent causes the napalm effects. You can stop these effects with stabilizing agent in the container before mixing. This reagent ignites you and gives you a single fire stack every 3 seconds. Burn damage from this chemical scales up with the fire stacks you have. Counter this with literally any chemical that purges other chems.
  • Adds Argine. This reagent explodes when super cooled, inject it into a cryomix when no one's looking for fun times, or throw someone out into space with this in them.
  • Smoke now transfers reagents to the mob, and applies TOUCH reactions on them. This means smoke can run out of reagents, no more infinite acid smoke. It also only works on mobs, use the new Reagent Foam(tm) for your hellfoam station busting needs. I suggest a CLF3 Fluoroacid Black Powder mix.
  • Added a derelict medibot to the code, will place a few on the derelict when this PR is merged as to prevent mapping conflicts.
  • Renames ice peppers to chilly peppers.
  • Adds Initropidril. Gives you a stamina buff, with a 33% chance to hit with 5-25 TOX damage a cycle, and a 5-10% chance to either stun, cause lots of oxygen damage, or cause your heart to stop. Get it from the traitor Poison Kit.
  • Adds Pancuronium. Paralyses you after 10 cycles, with a 7% chance to cause 3-5 LOSEBREATH. Get it from the traitor Poison Kit.
  • Adds Sodium Thiopental. Knocks you out after 10 cycles, and destroys your stamina. Get it from the traitor Poison Kit.
  • Adds Sulfonal. +1 TOX per cycle, knocks you out in 22 cycles. Mix it with Acetone, Diethylamine, and Sulfur.
  • Adds Amantin. On the last cycle it is in you, it hits you with a stack of TOX damage based on elapsed cycles * rand(2,4). Get it from the traitor Poison Kit.
  • Adds Lipolicide. +1 TOX unless you have nutriment in you. Mix it with Mercury, Diethylamine, and Ephedrine.
  • Adds Coiine. +2 TOX and +5 LOSEBREATH every cycle. Get it from the traitor Poison Kit.
  • Adds Curare. +1 TOX, +1 OXY, paralyzes after 11 cycles. Get it from the traitor Poison Kit.
  • Adds a reagent_deleted() proc to reagents for effects upon the last cycle, like with Amantin.
  • Neurotoxin required temperature for mixing has been set to 674, it was 370 for some reason.
  • Krokodil makes you cosmetically have your skin fall off. There are no benefits to this. It is purely visual.
  • Epinephrine now reduces losebreath by 4 every cycle if you are at or above losebreath 4.
  • Better descriptions have been added to the toxins and medicine chemicals.
  • Hotline no longer exists in poppies. Poppies now have Saline-Glucose Solution.
  • Muriatic Acid, Caustic Soda, and Hydrogen Chloride have been removed. The meth recipe associated with these have also been removed.
  • Silver Sulfadiazine no longer causes screaming when applied.
  • Due to foam being really slow now, the amount made from reactions has been increased, so that it is worth using again.

@WJohn
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WJohn commented Feb 28, 2015

Drinking/eating sonic powder should make you really fast.

@Iamgoofball
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@WJohn sorry but no

@Jordie0608
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@Fox-McCloud
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I don't think it's a good idea, personally, to axe instantaneous reactions of the various reagents.

The point of instant mix reactions is so they're useful in grenades, smoke mixes, or foam mixes.

The stabilized forms are for when you want a delayed reaction or when you want to set off the reaction at a very specific point.

Just make the reagent stabilizing agent---hydrogen+iron+oxygen...stablizing agent+reactive reagents (ie: sugar+potassium+phosphorus) = reagent that does the reaction if heated.

Also, why can't the frostoil+plasma = plasma sheets reaction just be axed (along with stable plasma) and all the reagents that currently use "stable plasma" now have plasma instead?

Plasma solidification is almost never used, nor is it particularly useful to anyone.

@Razharas
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#7228 fix this shit too

@Dorsisdwarf
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Request: Stop renaming chemicals for fun you dingus

Request: Don't add yet another fucking explosion chem

Request: We don't need 2 more burny burny chems, one of which is literally a carbon copy of that reagent that cultists get if they try to summon Nar'Sie when they shouldn't. Also, phlogiston is farcially, ludicrously easy to make for something that's virtually a guaranteed kill on anyone who doesn't have a firesuit or three pals with burn kits standing by.

Request: Sonic powder should blow out windows. Try talking to @miauw62 about that, UristMcStation coded that back before they jumped to bay code, IIRC

Request: Make sure that reactions will still go off in grenades 100% of the time - Goonstation doesn't generally balance their chems around grenade reactions, because they're a traitor-only item there. We don't have beaker assemblies here.

@Fox-McCloud
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@Dorsisdwarf

He's not just renaming them; since Goof's long term is to effectively port the entirety of Goonchem over, that means old reagents are going to go---frost oil is effectively what cryostylane is.

Pyrosium is a delayed reaction chem (good for use in black powder mixes); not a "burny chem".

Sonic powder blowing out windows is going to be annoying as hell; effectively Sonic Powder+Flash Powder together are makeshift flashbangs; that's their only purpose is a form of crowd control, not mass destruction.

Beaker assemblies probably wouldn't be too hard to do, to be honest, and, if implemented, grenades could be shifted to a similar status of traitor only or something only from the protolathe.

@Profakos
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Pyrosium's description is the same as Cryostylane.

@Lumipharon
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Why are you changing reciepes to react on heat instead of react on mix? This makes them fucking shit, an severely limits their usability.

Correct me if I'm wrong, but the only ways to increase a chems temp is
A: in a heater
B: by adding another, warming chem (equalising the temp)
C: Using something like ClF3 in a mob to heat it

Chems cool down over time, so that puts a (very) short expiry date any anything you make with these reactions in mind. Obviously a heater is also out of the question, and ClF3 requires it to be in a mob.

Basically what the fuck. Add stabilising agent if you want to make reactions temp based, don't touch what's already there.

@Dorsisdwarf
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@Fox-McCloud

My point is that there's no point renaming chems because "muh goonport". Frost Oil is a perfectly good name without some abortion fake brand name shit.

So, sonic powder + flash powder is, uh, what? A replacement for the old flash reaction?

Here's a suggestion: Don't add pointless redundant chems to replace perfectly working solutions, hmm?

It's like saying "we're going to remove cryoxodone's genetics healing damage, give it to another chem, then make them difficult to use". Pointless and un-nessecary.

Black powder is farcially overpowered as-is, and doesn't need a booster magic chemical that makes it even easier to use.

Stop adding goon features for the sake of goon features - the chem grenades work just fine as it is you assdip.

datum/reagent/pyrosium
name = "Pyrosium"
id = "pyrosium"
description = "Comes into existence at 20K. As long as there is sufficient oxygen for it to react with, cryostylane slowly cools all other reagents in the mob down to 0K."

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copy+paste comment failure. Should mention pyrosium, not cryo.

@Iamgoofball
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@Dorsisdwarf flash powder never did ear damage, it only did the flash reaction

@Iamgoofball
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Also, I'll add stabilizing reagent.

@Iamgoofball
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@Lumipharon chemicals do not cool down over time

they only do that if inside a human mob because human mobs keep their chem_temp in line with the bodytemperature

@Iamgoofball
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Stabilizing added, check the changelog

@@ -536,7 +536,7 @@

/obj/item/weapon/reagent_containers/food/snacks/grown/icepepper
seed = /obj/item/seeds/icepepperseed
name = "ice-pepper"
name = "chilly pepper"
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PUNS!

Haha, haha.. ha...

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it works

@Iamgoofball Iamgoofball changed the title GOONCHEM 5: Pyrotechnics are finished GOONCHEM 5: Pyrotechnics are finished, Toxins mostly complete Feb 28, 2015
@Lumipharon
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Are you sure about the cooling thing Goof? When I was testing black powder and GIBBING EVERYONE IN SIGHT, after 30 minutes or so, my last few darts did not cause a reaction, and I'm 100% sure they hit non hard/biosuited people.

@Iamgoofball
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@Delimusca did some weird stuff to cooling. I'd suggest you talk to him about that, it sounds like a bug.

@Lumipharon
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things not staying magically hot
bug

@Iamgoofball
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but it is a bug

@Lumipharon
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The only other explaination I can think of, is the mobs I hit, by pure chace, both have reagents in them at the time, that were cold enough to normalise 30u of an average temp of 541k approx, to below 474k.

Which would be like 15u of 300k shit, so that's actually probably what happened, if cooling isn't a thing.

Which is pretty funny actually.

New counter blackpowder meta: Drink loads of water all the time so you don't explode.

@Iamgoofball
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i'd call it a feature

@Lumipharon
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That would be a feature, yeah.

One other odd thing I noticed though goof, is that while I could gib people with my kill darts (which had long ass delays on them, which is odd in of itself), this only worked if I actually hit a mob.
ie: The chems reacting in the mob.

When I tried to shoot a wall for example, I would get the 'the black powder is fizzing' or whatever the red message is, but the dart would just stay on the tile for a moment, then vanish, with no explosion.
This is wierd because other things like react on mix things DO react under these conditions...
When I did it though, I had actual blackpowder. I might try it later, with the (heated) reagents to form blackpowder, see if that makes a difference.

@Dorsisdwarf
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This raises an interesting question. Can an AI shock a door at a human's request if that human is having a heart attack and there are no defibrilators nearby?

@Lumipharon
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Can't cause harm to prevent harm.

@Dorsisdwarf
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That's why it's interesting. Is it 'self harm' if a dying human asks you to shock a door for them to defib themselves on?

Not that it's an issue or anything, just a fun thought.

@Fox-McCloud
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Chances are, if you're in bad enough shape to have a heart attack getting a shock is going to finish you off rather than help you.

@Lumipharon
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running into a shocked door causes harm, so asimov silicons can't allow it under any circumstance (unless you're a lizard).

@Fox-McCloud
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@Lumipharon

While this isn't really the place to discuss this, it wouldn't be allowed for lizards either, as they're specifically considered human under asimov unless explicitly defined otherwise in a lawset.

@Lumipharon
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Nonhuman player-controlled mobs (slimes, monkeys, slimepeople, lizardpeople, hulks, etc.) are subject to server rules but are not considered human

@Iamgoofball
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new meta for heart attacks: be lizard at all times to ensure you can get that door shock if you need it

either way this was more added as "OH SHIT MY BUDDY JUST HAD A HEART ATTACK, LET'S THROW HIM INTO THE ELECTROCUTED GRILL TO TRY AND SAVE HIM"

@Fox-McCloud
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@Lumipharon

Fair enough; thought it stipulated they were human unless otherwise explicitly defined!

@optimumtact
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👍 on the code, couldn't see anything that looks funky from a pass over

Razharas added a commit that referenced this pull request Mar 21, 2015
GOONCHEM 5: Pyrotechnics are finished, Toxins mostly complete
@Razharas Razharas merged commit 2271499 into tgstation:master Mar 21, 2015
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Cannot Make Sleep Toxin Black powder holy shit CF3 creates hotspots on walls