Fix Surgery.

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Gentlefood
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Fix Surgery.

Post by Gentlefood » 24 Aug 2015, 20:09

Bug Description: Bones immediately rebreak upon repair for no apparent reason (no slip up during repair or after, patient does not move, anesthetic is used, etc). Anesthesia bug runs rampant and makes me lose my sanity. Please fix anesthesia randomly not working during surgery or remove its penalty.


Steps to reproduce:
1. Set up FOB surgery
2. Attempt to fix a bone or put a chest back together
3. Scream internally as the bones immediately rebreak for no reason and are unfixable.

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kurugi
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Re: Fix Surgery.

Post by kurugi » 24 Aug 2015, 20:12

You shouldn't be doing surgery at the FOB anyway. You need one of those green scanner machines before you can tell what's wrong to surgery. You don't walk into a hospital and say you have broken ribs and get taken right to surgery. You still get xrays first.
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Gentlefood
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Re: Fix Surgery.

Post by Gentlefood » 24 Aug 2015, 20:22

kurugi wrote:You shouldn't be doing surgery at the FOB anyway. You need one of those green scanner machines before you can tell what's wrong to surgery. You don't walk into a hospital and say you have broken ribs and get taken right to surgery. You still get xrays first.
I was under the assumption that emergency surgery such as parasite removal was okay at the FOB. Otherwise why even send down a doctor in the first place? This bug occurs during all surgery that involves bones, which includes parasite removal.

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Re: Fix Surgery.

Post by Mycroft Macarthur » 24 Aug 2015, 20:44

if the bone rebreaks while using the bone setter then just ignore it and keep using the setter until the bone is set properly, as far as i understand thats just random chance that can happen even when EVERY correct procedure you can possibly cover is being followed, likewise if bones break during other procedures (parasite removal, internal organs, etc) that ALSO is random chance that can just happen

if the bone breaks at any other time or if the patient is heavily wounded at the time then that is not a bug, it is a FEATURE, bones ALWAYS rebreak and cannot be repaired if you try to perform surgery on someone without bringing their brute down below a certain threshold (i dont know what that threshold is but i suspect it to be 35), if your patient has alot of damage then administer bicaridine (any quantity of 5 units or more will suffice but dont overdose, 10 or more is probably overdoing the dosage, pill and syringe form are both the same), if your too lazy to get bicaridine beforehand (and if you are you are a SHITTY DOCTOR) then you can make do with a larger dose of tricord, i have been told that inaprovaline and/or dexalin also aid the patient if you cant supply bicaridine but i have not performed a procedure using those particular chemical mixes myself.

i dont know what effect painkillers have on a code level so in theory you may also improve your success chances or reduce rebreak chances by giving them some tramadol, pill bottles are available at any nanomed plus.
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Re: Fix Surgery.

Post by 1138 » 24 Aug 2015, 20:49

A recurring reason why bones occasionally break repeatedly is exactly what the above person listed. You need to administer chems before prepping someone for surgery.

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Re: Fix Surgery.

Post by MikeBluer » 24 Aug 2015, 20:58

You know...bone surgery only works under 30.
More if you use painkillers (40).
I recommend some chems before the surgery.

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Re: Fix Surgery.

Post by Gentlefood » 24 Aug 2015, 20:59

Mycroft Macarthur wrote: if the bone breaks at any other time or if the patient is heavily wounded at the time then that is not a bug, it is a FEATURE, bones ALWAYS rebreak and cannot be repaired if you try to perform surgery on someone without bringing their brute down below a certain threshold (i dont know what that threshold is but i suspect it to be 35),
This needs to be in the wiki as it is currently not common knowledge.

However the bug originated not from the patient having high brute (although persisted throughout that section). The patient in question was perfectly fine(sub 10 damage) until I cauterized his chest. Then I was immediately met with the message of his bones breaking and his brute went to 120+. It became almost unmanageable and I was unable to bring his brute down to acceptable levels causing the bones to continually rebreak.

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Re: Fix Surgery.

Post by kurugi » 24 Aug 2015, 21:13

Gentlefood wrote: I was under the assumption that emergency surgery such as parasite removal was okay at the FOB. Otherwise why even send down a doctor in the first place? This bug occurs during all surgery that involves bones, which includes parasite removal.
I'm not sure if parasites would be considered necessary to be scanned since they show up on the scanner HUD, but for every other surgery it's global rule 5 and marine rule 9.
No Metagaming:- Acting upon knowledge your character does not have. Doctors performing surgery without first determining what's really wrong with an infected patient.
Job-specific Rules:(Note: These rules apply to anyone performing the tasks associated with the jobs as well). Sulaco Medical/Research Staff. Any surgery at the FOB, should be EMERGENCY SURGERY to stabilize a patient, who is then evacuated to the ship.
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Re: Fix Surgery.

Post by Releasing » 24 Aug 2015, 22:40

Not sure if this will help, but I can confirm that this bug happens in normal surgical conditions in Medbay also. It isn't just FOB surgery, it's after mostly every parasite removal for me. I put anesthesia on the patient, do surgery as normal, and then 3/4 of the time they end up having internal bleeding or it use to be toxins, I believe. The patient was completely fine, no brute damage or anything else on the chest besides the internal bleeding. So I use a quick-clot/anti-tox syringe on them, which then breaks all the bones in their chest and brings their brute damage to outrageous levels. This has happened over five times now, each being a proper Medbay surgery. I would really like this bug to be fixed, or why their bones break as soon as I inject them with a syringe explained to me. It's become a nuisance.
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Re: Fix Surgery.

Post by kurugi » 24 Aug 2015, 22:44

Releasing wrote:Not sure if this will help, but I can confirm that this bug happens in normal surgical conditions in Medbay also. It isn't just FOB surgery, it's after mostly every parasite removal for me. I put anesthesia on the patient, do surgery as normal, and then 3/4 of the time they end up having internal bleeding or it use to be toxins, I believe. The patient was completely fine, no brute damage or anything else on the chest besides the internal bleeding. So I use a quick-clot/anti-tox syringe on them, which then breaks all the bones in their chest and brings their brute damage to outrageous levels. This has happened over five times now, each being a proper Medbay surgery. I would really like this bug to be fixed, or why their bones break as soon as I inject them with a syringe explained to me. It's become a nuisance.
Is it only for larva? Sounds like it could be a bug with chestbursts.
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Re: Fix Surgery.

Post by Releasing » 25 Aug 2015, 07:21

kurugi wrote: Is it only for larva? Sounds like it could be a bug with chestbursts.
Yes, it's only happened for larva surgeries as far as I can tell. Sigh.
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Jessie 'Jester' Streeter says, "Throw our hands in the air go, EYYY-YOOO, I THINK I'M GOING LES-BOOOO"
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Re: Fix Surgery.

Post by Gentlefood » 26 Aug 2015, 01:07

Just had it occur again after cauterizing post-larva extraction. I finished cauterizing then the patient immediately started to have internal bleeding. Interacting with the chest in any way will immediately break it and cause external bleeding and 80+ brute trauma.

A workaround currently requires a large dosage of Tricord (since Bicard will OD), Traumadol, and treating the exterior with an advanced trauma kit. Then do surgery as per normal to repair bone damage in the chest. If the prior steps aren't taken the excessively high brute will cause constant rebreaks of the chest as discussed earlier in this thread. You can also use a Quick-Clot to fix the blood loss (although it might take two? Unsure.)

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Re: Fix Surgery.

Post by Adjective » 26 Aug 2015, 01:40

I just played a round as a medical doctor, administered doses of chemicals (Tricord, Taumadol, Alkysine) beforehand, while using the anesthetic gas. I performed a good 21-25 surgeries and have not encountered this "bug" in any way shape or form. There is only one surgery that even seemed finicky and it was the facial reconstruction surgery. I would suggest @Gentlefood, administering a dosage of quick-clot(If they have any kind of internal damage), followed by possibly 5-10units of Tricord before using the gas anesthetic, which is what I had been doing while not encountering any problems.

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Re: Fix Surgery.

Post by Gentlefood » 26 Aug 2015, 10:49

Vrai wrote:I just played a round as a medical doctor, administered doses of chemicals (Tricord, Taumadol, Alkysine) beforehand, while using the anesthetic gas. I performed a good 21-25 surgeries and have not encountered this "bug" in any way shape or form. There is only one surgery that even seemed finicky and it was the facial reconstruction surgery. I would suggest @Gentlefood, administering a dosage of quick-clot(If they have any kind of internal damage), followed by possibly 5-10units of Tricord before using the gas anesthetic, which is what I had been doing while not encountering any problems.
I believe this bug to be tied to larva extraction surgery only, and it does not always occur. The internal bleeding is not present until after the surgery is completed. Using a scanner at any point will not show internal bleeding until post-cautery and then the other issues occur.

I have surgery memorized. I do not make mistakes in surgery unless the anesthesia bug forces it. The larva bug does not always occur but it has happened upwards of three times for me and occurred to others as well.

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Re: Fix Surgery.

Post by Rahlzel » 26 Aug 2015, 15:22

I know next to nothing about in-game surgery. Our dev Infernus has been making a few changes to it, but I'm beginning to see an importance in having our own wiki page dedicated to it due to the differences and apparent needed chemicals before surgery.

I might make a poll out of this in the Suggestion forum, but out of curiosity - what's the general consensus on how our surgery works compared to Bay? Is it a pain in the ass? Is it better? I'm debating doing a revert.

P.S. Vrai - at some point I'd like to be your assistant in-game to learn this stuff. I think it'd make me a better Dev in this area.

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Re: Fix Surgery.

Post by Adjective » 26 Aug 2015, 16:27

Rahlzel wrote:I know next to nothing about in-game surgery. Our dev Infernus has been making a few changes to it, but I'm beginning to see an importance in having our own wiki page dedicated to it due to the differences and apparent needed chemicals before surgery.

I might make a poll out of this in the Suggestion forum, but out of curiosity - what's the general consensus on how our surgery works compared to Bay? Is it a pain in the ass? Is it better? I'm debating doing a revert.

P.S. Vrai - at some point I'd like to be your assistant in-game to learn this stuff. I think it'd make me a better Dev in this area.
I'd be happy to help.

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Re: Fix Surgery.

Post by Infernus » 28 Aug 2015, 10:58

There are 3 reasons why your bones may keep breaking.
1) Too much external damage. If affected limb has more than 30 brute damage, you can never perform successful bone repair surgery. It will just keep breaking.
2) Random 15% chance to fail step even if you did everything right (This has to do with bay, I'm not even sure why they coded it)
3) No anesthetics.

Therefore, surgery is not in any way bugged, it is just coded by bay devs this way. I can remove the 15% break chance and update the fail step text to let you know why it wont let you fix his bones.

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Re: Fix Surgery.

Post by Infernus » 28 Aug 2015, 11:00

Releasing wrote:Not sure if this will help, but I can confirm that this bug happens in normal surgical conditions in Medbay also. It isn't just FOB surgery, it's after mostly every parasite removal for me. I put anesthesia on the patient, do surgery as normal, and then 3/4 of the time they end up having internal bleeding or it use to be toxins, I believe. The patient was completely fine, no brute damage or anything else on the chest besides the internal bleeding. So I use a quick-clot/anti-tox syringe on them, which then breaks all the bones in their chest and brings their brute damage to outrageous levels. This has happened over five times now, each being a proper Medbay surgery. I would really like this bug to be fixed, or why their bones break as soon as I inject them with a syringe explained to me. It's become a nuisance.

Performing embryo removal gives you random damage from 0 - 70. This is why it gives you broken bones and internal bleeding all the time. This is again bay code, I only fixed the bug where it didn't update your health, else you would get exploding limbs the next time someone hits you.

I'll adjust the damage so it doesn't make that much damage.

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Re: Fix Surgery.

Post by Gentlefood » 28 Aug 2015, 11:52

Would this interaction/big cause internal bleeding only AFTER the patient is cauterized?

The bug occurs as follows.
1. Do larva extraction Surgery.
2. Finish surgery with patient vitals 100 no fractures or internal bleeding.
3. Cauterize the chest.
4. Patient begins to have internal bleeding.
5. Next interaction at all will result in 80+ brute and massive bone damage in the chest.

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Re: Fix Surgery.

Post by Infernus » 28 Aug 2015, 13:37

No, it should happen as soon as you finish extracting the larva. I checked the code, and I fixed it but forgot to include it in my push. Bay forgot to include update_wound() proc in every surgery type, making things like your step 5. happen.

Either way, it will be fixed and adjusted in next update.

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Re: Fix Surgery.

Post by Gentlefood » 28 Aug 2015, 14:02

Thanks.

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Re: Fix Surgery.

Post by Infernus » 29 Aug 2015, 05:54

Fixed. If any other surgery attempt causes high brute damage with successful surgery (Except alien embryo removal), tell me.

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