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Various Medbay Depowercreepening#11760

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CujoGaming wants to merge 4 commits into
Monkestation:masterfrom
CujoGaming:medbay-depowercreep
Open

Various Medbay Depowercreepening#11760
CujoGaming wants to merge 4 commits into
Monkestation:masterfrom
CujoGaming:medbay-depowercreep

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@CujoGaming
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@CujoGaming CujoGaming commented May 31, 2026

About The Pull Request

I will take the fall

Lots of changes to medbay's items, specifically around the acquisitions of t2 tools or printable items.

Medkits no longer have ranged health analyzers, rather normal nonranged ones (Honestly t1 health analyzers should not have a ranged option. Should be advanced only imo)
Ranged healthanalyzers quantity reduced in medical vendors (3->2)
Basic hypospray kit quantity reduced in vendor (3->2)
Hypospray quantity in medical vendor reduced (5->2)
Ambu bags are no longer roundstart tech. No longer in medical doctor lockers, surgical trays, or medical cyborgs. It will need to be researched and printed, or the upgrade for cyborgs to use it.
Ambu bag oxygen loss halved (15->7.5)

Why It's Good For The Game

Medbay has received quite a bit of powercreep in the last few weeks and I think it's fair to tone back on it a bit. Specifically for acquiring T2 tools before they've been researched. As such, ranged health analyzers are now harder to get, hyposprays will require both a hypospray and a chemical kit rather than being included in the kit, and Ambu bags are now no longer roundstart tech, requiring research to print or the cyborg upgrade for borgs to get it. As well as it's oxy healing halved.

Hyposprays, Ambu bags, ranged health analyzers are all printable tools. They require research to print but have been obtainable roundstart since added. They are significant upgrades of tools and should require time to acquire, rather than being free.

Ambu bags being removed from roundstart tech as well as having their healing reduced means IPC doctors and borg doctors will need to coordinate with other doctors to help heal those with oxygen damage. Chemicals are still an option as well as cryogenics.

Testing

Tested in local host, mostly numbers changes. Borg module is applied fine and still works.

Changelog

🆑 Cujo
balance: Medkits no longer have ranged health analzyers, instead have normal non-ranged ones.
balance: Ranged health analyzers quantity in medical vendors reduced (3->2).
balance: Basic hypospray chemical kits quantity reduced in vendor (3->2).
balance: Hypospray quantity in medical vendor reduced (5->2).
balance: Ambu bags are no longer roundstart tech. No longer in medical doctor lockers, surgical trays, or medical cyborgs. It will need to be researched and printed, or the upgrade for cyborgs to use it.
add: Medical cyborgs can now get an Ambu bag upgrade module
balance: Ambu bags oxygen healing has been halved (15->7.5)
/:cl:

Pre-Merge Checklist

  • You tested this on a local server.
  • This code did not runtime during testing.
  • You documented all of your changes.

@TheSpecialSnowflake
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Ambu Bags are completely fine as roundstart but could use a minor nerf. Instead of absolutely decimating them from round start, which is the current trend it seems, make it so that only one can be used on a person at a time and slow them down a little.

@CujoGaming
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Ambu Bags are completely fine as roundstart but could use a minor nerf. Instead of absolutely decimating them from round start, which is the current trend it seems, make it so that only one can be used on a person at a time and slow them down a little.

There was a time when they did not exist at all and medical worked fine without it. It's pretty insanely powerful as a tool, not just for how much oxygen damage it clears but also that IPCs/Borgs are able to use it. Downsides to species should exist and I think it functions great as a tier two tool, considering it's a direct upgrade of CPR. It also clears oxygen damage past 100, so you don't have to sit there and wait for someone to wake up whilst they are still in oxy crit. The tool is still powerful but much more balanced this way

Comment thread code/modules/research/designs/mechfabricator_designs.dm
Comment thread code/modules/research/designs/mechfabricator_designs.dm Outdated
Comment thread code/game/objects/items/robot/robot_upgrades.dm Outdated
@FelineMistress
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FelineMistress commented May 31, 2026

A medical cyborg should have it from the start, I made it for this, and its removal from the basic functionality cannot be discussed.

To be honest, I forgot about the syndicate med cyborg, I thought that you, like on my last server, get their unique items in a separate way, but you have an outdated version and you just have 2 lists. Add it to him too from the start

The fact that there is a scan from a distance and only YOU don't like it has already been mentioned from the day 1, I discussed this topic and it is approved

@Mantlecrawler
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Basic hypospray medkits no longer come with a hypospray, quantity reduced in vendor (3->2)
Hypospray quantity in medical vendor reduced (5->3)

The basic kits are intended to be a "buy this and forget about everything else item", for newer players to medbay, so i dont really like removing the hyposprays from them, at all.

@CujoGaming
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Basic hypospray medkits no longer come with a hypospray, quantity reduced in vendor (3->2)
Hypospray quantity in medical vendor reduced (5->3)

The basic kits are intended to be a "buy this and forget about everything else item", for newer players to medbay, so i dont really like removing the hyposprays from them, at all.

they really don't cost that much, and it says so on the tin now. since hyposprays are a printable item I think it's a little excessive with how much of it is available roundstart in the vendors, plus how many chems you can buy. I feel like it'd be better if you had to either make the chems yourself or ask a chemist to do it

@Mantlecrawler
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Basic hypospray medkits no longer come with a hypospray, quantity reduced in vendor (3->2)
Hypospray quantity in medical vendor reduced (5->3)

The basic kits are intended to be a "buy this and forget about everything else item", for newer players to medbay, so i dont really like removing the hyposprays from them, at all.

they really don't cost that much, and it says so on the tin now. since hyposprays are a printable item I think it's a little excessive with how much of it is available roundstart in the vendors, plus how many chems you can buy. I feel like it'd be better if you had to either make the chems yourself or ask a chemist to do it

they arent printable at roundstart, if anything just remove the lone hypos from the vendor, but leave them in the basic kit. The basic kit is for players who either dont want to spend a ton of time prepping chem mixes for it, or for players are in a hurry and just want a basic healing kit ready to go, and new players

@CujoGaming
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they arent printable at roundstart, if anything just remove the lone hypos from the vendor, but leave them in the basic kit. The basic kit is for players who either dont want to spend a ton of time prepping chem mixes for it, or for players are in a hurry and just want a basic healing kit ready to go, and new players

They aren’t printable roundstart, but as of now there is a minimum of 8 hyposprays in the vendor, sometimes 12 around medbay depending on if wall nanomeds are mapped in. It’s way too easy to bypass the tech requirement, the ore cost of the item itself, as well as getting chems for it, I think you should have to ask a chemist / make chems for it yourself since the kits are pretty powerful.

I feel like these should be balanced similarly to things like the black latex gloves. It’s a hefty 25% speed increase to surgery, but there’s only 1 in the vendor roundstart & it costs 300 credits. Yes, it’s possible to bypass the tech and expensive ore requirement for them but it costs a majority of your starting credits and only one person can get it, which means it really isn’t that worth it in the long run. The long range health analyzers can easily be similarly balanced now that they aren’t in the roundstart medkit and can serve as an alternative investment but in the long run it may just be worth waiting for the T2 analyzer instead.

I do like the idea of leaving it in the kits and removing the hypospray outside of that. It puts the premium kit in a weird place but I don’t mind that since it’s got a very powerful assortment of chems that it shouldn’t come with a hypospray (which it doesn’t). My only concern is that I don’t remember the basic kit being too expensive for what it provides, considering the libital/aiuri medigels cans were 100 credits each and this was similarly priced/cheaper for more healing overall.

@ifZoey
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ifZoey commented Jun 1, 2026

A medical cyborg should have it from the start, I made it for this, and its removal from the basic functionality cannot be discussed.

To be honest, I forgot about the syndicate med cyborg, I thought that you, like on my last server, get their unique items in a separate way, but you have an outdated version and you just have 2 lists. Add it to him too from the start

The fact that there is a scan from a distance and only YOU don't like it has already been mentioned from the day 1, I discussed this topic and it is approved

Isn't that what Robotic's cyborg upgrades are for? I thought borgs being unable to do CPR was the balance factor for them otherwise being better than a carbon doctor in almost every other way?

… 4 in vendor now between standalone and basic kit)
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