[ALPHA] Add Osteodaxon; Fracture Repair Chem

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Surrealistik
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[ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Surrealistik » 17 Jul 2015, 19:46

CM Version (alpha or Regular):

Alpha

Summary (a quick, 2-3 sentence summary):

Add Osteodaxon; a chemical that repairs bone fractures.

Benefits (How this will benefit the server and game as a whole):

Significantly reduces the workload of massively overworked Medbay staff; fracture repair is by far the biggest time sink in Medbay.

Details (Description of how you think this would work, the benefits, etc):

Each tick, each fracture has a 5% chance of healing per unit of Osteodaxon.

Osteodaxon overdoses at 10 units.

Chemical formula is Bicaridine + Cryptobiolin.

Note that Osteodaxon only works when its recipient's temperatures are sufficiently low (they are or were recently in cryo).

Implementation (Optional, if you have an idea how to implement it):

Have some code:

Chemistry-Reagents.dm:

Code: Select all

				
		osteodaxon
			name = "Osteodaxon"
			id = "osteodaxon"
			description = "A specially formulated concentrate of Bone Gel used in surgical procedures. Used to encourage repair of fractured bone. Medicate cautiously. Works only at low temperatures."
			reagent_state = LIQUID
			color = "#fffff5" // rgb: 255, 255, 245
			overdose = REAGENTS_OVERDOSE/3
			scannable = 1

			on_mob_life(var/mob/living/M as mob)
				if(M.stat == 2.0)
					return
				if(!M) M = holder.my_atom
				if(M.bodytemperature < 170)
					if(ishuman(M))
						var/mob/living/carbon/human/H = M
						var/potency = volume * 5
						//Osteodaxon heals only non-robotic limbs
						for(var/datum/organ/external/I in H.organs)
							if(I != ORGAN_ROBOT && I.is_broken())
								if(prob(min(potency,100)))
									if(I.mend_fracture())
										I.status &= ~ORGAN_BROKEN
										I.status &= ~ORGAN_SPLINTED
										I.perma_injury = 0
										H << "<span class='notice'>You feel something mend itself inside your [I.display_name].</span>"
					..()
				return
Chemistry-Recipes.dm:

Code: Select all

		osteodaxon
			name = "Osteodaxon"
			id = "osteodaxon"
			result = "osteodaxon"
			required_reagents = list("bicaridine" = 1, "cryptobiolin" = 1)
			result_amount = 2
Last edited by Surrealistik on 15 Aug 2015, 16:25, edited 3 times in total.
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Youbar
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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Youbar » 17 Jul 2015, 20:04

Judging by the fact that aliens can completely tear off limbs, I think this being implemented would be fine.

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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Surrealistik » 18 Jul 2015, 01:20

Beyond necessary; Medbay currently _drowns_ in work in the Alpha.
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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Evilkyle24 » 18 Jul 2015, 03:07

+1
Sure
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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Bleep234 » 18 Jul 2015, 03:18

Aliens tear off limbs easily why not the Bone Fracture Repair Chem? - +1 Add this in PLOX

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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by tenshar » 19 Jul 2015, 02:04

And Medical seems to all wander off/go to sleep about half way 2/3rds into the round, so this would be really useful.

+1

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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Surrealistik » 19 Jul 2015, 21:59

Again, reiterating my request for this.

Currently doctors working solid from the time the first shuttle of casualties returns until the game end while a backlog of casualties constantly increases is the norm (outside of the Marines completely dominating). The how and why is simple math: you have 1-4 doctors typically, 2 surgery theaters, and 10 to 20 injured marines at any given time after first contact if not more; meanwhile there is no way to circumvent bone repair surgery, unlike with virtually every other surgery correctable affliction; this is just an impossible ratio. This chem is badly needed to help reduce at least some of the ridiculous overwork routinely experienced by Medbay.
Last edited by Surrealistik on 22 Jul 2015, 18:35, edited 1 time in total.
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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Sebro » 22 Jul 2015, 15:36

+1 yeah we need this pretty bad (considering how usually medbay is only manned by one or two people)
:(

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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Feweh » 22 Jul 2015, 15:46

I was against this at first.... but ive played enough Alpha now to understand how this has become really needed.

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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Surrealistik » 24 Jul 2015, 00:44

Seven +1s so far; any opposition?
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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Surrealistik » 24 Jul 2015, 12:44

Updated the OP to feature the actual code.

Added a body temperature restriction to Osteodaxon so that it can only be benefited from while in Cryo.
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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Surrealistik » 26 Jul 2015, 20:38

Mr. Penguin wrote: Agreed being disabled is actually fun in the Alpha rounds :D
Also i agree with Ros on the whole chem subject as well.

On another note.. couldn't we have a compromise of just being able to either:

1) Make Splints.
2) Be able to apply splints to areas such as the Head and Chest.
Continuing this from the Alpha Changelog thread: viewtopic.php?f=64&p=26548#p26282

People are still going to want to get treated for splinted fractures, which means that Medbay is still going to be overwhelmed (if the majority of people thought being crippled is fun, Medbay wouldn't have problems with overwork; this is definitely a minority thing). Remember, splinting only _partially_ offsets the penalties incurred by fractures.

I'd only support expanding splint functionality as a substitute for Osteodaxon if splinted fractures heal by themselves after awhile. Splints would have to be usable on _all_ fractures as well, otherwise the aliens will just continue to meta and attack the hands and feet which cannot be splinted.
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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Surrealistik » 31 Jul 2015, 02:14

Still an issue, so bump.

Honestly, I wouldn't be involved in shenanigans as a researcher blowing shit up and making killer deathmechs if Medbay duty weren't so stressful and overburdened.
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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Edgelord » 15 Aug 2015, 16:24

+1, squad medics need a way to fix fractures if we want to even approach an efficient medbay for the Sulaco
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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by block1 » 15 Aug 2015, 18:42

+1, looks like a great thing to have.

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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by HalfdeadKiller » 15 Aug 2015, 18:47

+1 As a sometimes Sulaco Doctor, this sounds like a very useful chemical. I'm pretty competent at surgery, but some marines are so severely fucked up by friendly fire/aliens that it takes a good five to ten minutes, or longer, to fix up one marine.

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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by K0NFL1QT » 16 Aug 2015, 01:52

I'm not sure about the temperature reliance though. It means marines still have to go all the way back from the frontlines to sulaco medbay just for a hand fracture, even if it speeds up the actual treatment while there. For every additional fracture, your chances of being paralysed with pain increase until you're at the mercy of other marines to drag you back, which takes another marine away from the combat zone. You end up waiting half-dead at an unsecured LZ most of the time.

If Aliens can have no permanent wounds and complete healing with 30 seconds on weeds, I don't see why marines should have to waste ten minutes going back to Sulaco because they got hand-slashed once.
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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Snoopy11 » 16 Aug 2015, 07:51

needs to be in cryo for it to work? +1

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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Surrealistik » 16 Aug 2015, 15:21

Yes, the patient's body temperature needs to be sufficiently low for it to work, which means a trip to the cryotube, even if for only a brief period of time; this prevents instantaneous fracture repair in the field, which might be a little much, especially if marines later get to splint hands/feet (I have also suggested this and fully support it), as they should be able to.

The core idea of this change is to reduce wait times for treatment in Medbay, and otherwise stop the ridiculous and ever growing Medbay backlogs that happen in virtually every game where the Marines don't curbstomp.
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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Sgtkumar » 16 Aug 2015, 15:27

Based upon the information presented, I believe having this drug in Cryo for it to work would be a neat idea and would vastly cut down the time medics are having to do tedious surgery on broken arms and such. It would also cut down on instances when you have nutjobs coming in complaining about a broken hand and getting pissy and violent when they are sent away.

Based upon these (pretty reasonable) suggestions, I'd give tbis a +1.

(Edit 8/17/15 1607 Pacific Standard)

After thinking it over some more, I'd suggest either giving medbay some more cryotubes or removing the cryo or temp requirement. With only 2 cryotubes and around the clock triage, cloning and life support functions cryo gives, we'd need more work space to function as we've discussed. Also, it'd make getting a broken limb much more survivable in the field thus leading to a bit of rebalancing towards the Marines (where I believe it's needed).
Last edited by Sgtkumar on 17 Aug 2015, 19:11, edited 1 time in total.

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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Siserith Vassada » 16 Aug 2015, 17:55

comon we need this

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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Morrinn » 17 Aug 2015, 08:34

+1 Absolutely support this idea. With limb replacement surgery becoming more and more common, the added hassle of having to do multiple bone surgeries is severely crippling triage. Please add this.

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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Sgtkumar » 19 Aug 2015, 15:32

Since I don't think many have seen my edit, I'm going to add it here.

After thinking it over some more, I'd suggest either giving medbay some more cryotubes or removing the cryo or temp requirement. With only 2 cryotubes and around the clock triage, cloning and life support functions cryo gives, we'd need more work space to function as we've discussed. Also, it'd make getting a broken limb much more survivable in the field thus leading to a bit of rebalancing towards the Marines (where I believe it's needed).

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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Mycroft Macarthur » 19 Aug 2015, 15:50

having this need chryo to work will lead to marines overdosing on this shit unless you remove the chance of overdose, even now that thing is pumping marines full of weird chems i never put in the beakers some of which would have killed the patients if i hadn't run dialysis ultra fast.

aside from which i dunno about this, half the chems which are supposed to treat major injuries dont do jack shit in this game, i had eye damage and took 40 units of imidazoline and REMAINED BLIND, i dont predict this reducing the amount of surgeries by a meaningful degree, furthermore bone repair surgeries are actually really bullshit easy so if things get backed up horribly either some people are coming in who need like 5 different surgeries (way more common then you think) or your doctors are complete shit, in which case it wont MATTER if the chem is in the code or not because they wont have made it or they'll probably have wasted the entire chemical supply on retarded shit forcing you to make it yourselves and if your hands worked to BEGIN with you wouldn't be in medbay in the first place.

+1 beyond all that, potentially useful.

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Re: [ALPHA] Add Osteodaxon; Fracture Repair Chem

Post by Surrealistik » 19 Aug 2015, 16:12

I've tested the code and chemical myself; repairs fractures very efficiently; the speed at which it repairs fractures scales with the amount that's in your system.

That said, no idea why 40 units of Imidazoline didn't fix your eyes.

When I run CMO, I make a cryomix that fixes just about everything _except_ fractures; can't vouch for all doctors, but some actually make good use of the chem dispenser.

Also, easy as surgery is, there is definitely a minimum time investment involved that gets pretty high in the event of multiple fractures.
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