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Cryo Tube Rework #6058
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Cryo Tube Rework #6058
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…als to process in the dead
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# About the pull request This PR is a follow up to #6058 where it was brought to my attention that chemicals were still duplicating from cryotube beakers. This is because the cryotube was trying to simulate the patient being immersed in the reagents, but with a 50% permeability that doesn't even consume the reacted reagents, it easily gets out of control if large volumes are involved and or the ratio of cryo meds is small in the mixture causing frequent reapplications of reagents. # Explain why it's good for the game It was intended to remove chemical duplication via cyropods. This shores up another source of chemical duplication. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![cryo](https://github.com/cmss13-devs/cmss13/assets/76988376/26b19859-9d86-48e4-8800-be34089cf1d8) After rework 200 bicaradine and 20 cryoxadone: ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/3551f146-f874-4700-bf67-c7a9f2aebb87) </details> # Changelog :cl: Drathek fix: Fixed cryotubes still duplicating chemicals because of touch reactions /:cl:
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# About the pull request This PR is sort of a follow up to #6058 expanding on the bleeding stop effect for cryotubes allowing them to also seal external bleeding. Since internal bleeding did not cap the reduction in blood loss, it could underflow resulting in blood being added for the last tick. This is now fixed. # Explain why it's good for the game Cryotubes already cure IB when cryo chemicals are used because of the patient reaching low temperatures, so I see little reason why the effect wouldn't also occur for external bleeding if you're in a cryotube. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://github.com/cmss13-devs/cmss13/assets/76988376/7dffed9b-051c-4cfc-9c01-7314766d5d15 </details> # Changelog :cl: balance: Cryotubes now also cure external bleeding fix: Fixed internal bleeding granting blood on its last tick /:cl:
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About the pull request
This PR reworks the cryotubes. The effect of diluting or multiplying chemicals is no longer possible, but now the use of cryoxadone or clonexadone in a cryotube can allow chemicals to process in the dead. Ultimately usage of the cryo chemicals will be much higher, and you need to be careful not to introduce too many chemicals into your patient because the dosage is 5u whenever cryoxadone or clonexadone is available and can be administered.
Cryotubes also now actually require power, update their icon if they lose power, and use the two-ping sfx for warnings (such as now warnings as the patient's revive timer is running out). For the critical messages, it will make an alert if the patient is dead, then once they hit the 50% mark (2.5 mins), then at the 1 minute mark.
See testing for a demonstration.
Explain why it's good for the game
Cryotubes in general are very underused with the exception of exploiting how it can multiply chemicals. This should give them a unique feature to medbay.
It is likely that this may prove to be too powerful, but it puts more demand on chemistry to provide the cryoxadone or clonexadone in order to do so.
Testing Photographs and Procedure
Screenshots & Videos
Initial testing:
https://youtu.be/PA43YvzDRVM
Critical (dead state) alert testing:
https://youtu.be/PLjQxzv28l8
Notification changes:
Power fixes:
Changelog
🆑 Drathek
balance: Cryotubes no longer multiply chemicals.
balance: Cryotubes can now allow chemicals to process in dead if cryoxadone or clonexadone is present.
fix: Fixed cryotubes not actually updating their icons/power usage when they become unpowered.
fix: Fixed cryotubes healing despite inoperable.
fix: The cryotube Eject Occupant verb now works for people other than the occupant (useful if inoperable)
ui: Cryotubes can optionally announce again on the medical channel.
/:cl: