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In Response To The Latest Charcoal Nerf
#1
First of all, the new Organ-Damage revamping of poisons is fabulous, actually bringing variety and a decent amount of detail to the poisons themselves. 

Nerfing Charcoal? Reasonable. 
It has been sitting on its throne for a long long time. 
And this isn't the first Nerf, but due to its usage in treating Ethanol, it will never be stopped of being used.
It was also unrealistic in its function of healing so many organs. 

But this get me to the critique of this Nerf, 
the Hypocrisy. 
Yeah, so charcoal no longer heals organs, but Iodine does and it is effortlessly made. 
Is it realistic in its role? Feels even more unrealistic than Charcoal.
Some ones Kidneys are failing, so I give them a preventive radiation treatment? 

So what I hoped for in this overall improvement brought by this PR, was a new Organ Healing chemical that substitutes Iod and Char, but isn't as inaccessible as Pent. 
I think that would be the last 10% that were missing to make this PR a huge jump in this till then mechanical wise, clunky area.
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#2
There are a few chems that target specific organs. Salbutamol, etc. But maybe a chem could be added that is moderately difficult to make rather than on the vendor?

Organs also heal over time if they're not dead.

I'm just spitballing.
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#3
(07-10-2025, 03:11 PM)thevaliantknife Wrote: There are a few chems that target specific organs. Salbutamol, etc. But maybe a chem could be added that is moderately difficult to make rather than on the vendor?

Organs also heal over time if they're not dead.

I'm just spitballing.

I mean, yeah, by definition Salbutamol, Synaps Atropine and Mannitol heal organs. 
But the last three of these Base-Chems are all Brain and that's about it. 

I need something more abundant to treat the permanent drunkards with failing Kidneys and Livers even on low pops. 

Also, over time healing of organs is something I never noticed. 
If someones organs are failing, I need to heal them now, or replace them, but even then I need something to stabilize  the organ for the meantime.
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#4
one way is to use the cryo cells; cryoxadone heals all organs when in its active temperature range
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#5
(07-11-2025, 01:58 AM)glowbold Wrote: one way is to use the cryo cells; cryoxadone heals all organs when in its active temperature range

Yeah, it definitely won in relevance (in a positive way). 
I know I'm a bit nitpicking here, but here we got the issue that the patient needs to be in Medbay already (Or a over complicated Mobile Cryo mix for it to work outside of it).
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#6
(07-11-2025, 01:58 AM)glowbold Wrote: one way is to use the cryo cells; cryoxadone heals all organs when in its active temperature range

cryo cells kick people out when their health reaches 100%, but don't take into account any organ damage. it's pretty frustrating trying to heal organ damage that way if you healed up the patient first.
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#7
(07-12-2025, 07:42 AM)FireKestrel Wrote: cryo cells kick people out when their health reaches 100%, but don't take into account any organ damage. it's pretty frustrating trying to heal organ damage that way if you healed up the patient first.

just added an toggle to auto-eject patients for the cryogenic healing pods
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#8
(07-12-2025, 03:12 PM)glowbold Wrote: just added an toggle to auto-eject patients for the cryogenic healing pods

you are the best.
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#9
(07-12-2025, 03:12 PM)glowbold Wrote:
(07-12-2025, 07:42 AM)FireKestrel Wrote: cryo cells kick people out when their health reaches 100%, but don't take into account any organ damage. it's pretty frustrating trying to heal organ damage that way if you healed up the patient first.

just added an toggle to auto-eject patients for the cryogenic healing pods

This is arguably more humane than my former approach which was to punch them a few times and throw them back in. Way less fun, though.
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#10
(07-12-2025, 03:12 PM)glowbold Wrote: just added an toggle to auto-eject patients for the cryogenic healing pods

 Hot damn, that's such an heaven sent! Yeah, now cryo can actually heal Organs properly.
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