space-wizards / space-station-14

A multiplayer game about paranoia and chaos on a space station. Remake of the cult-classic Space Station 13.
https://spacestation14.io
MIT License
2.71k stars 3.43k forks source link

No water in chemical dispenser. #11730

Closed ghost closed 2 years ago

ghost commented 2 years ago

Water should be available in a chemical dispenser. It's very strange that it isn't.

moonheart08 commented 2 years ago

Not an issue, intended functionality and the dispenser is actually due for removal entirely. https://github.com/space-wizards/space-station-14/milestone/3

ghost commented 2 years ago

I hope that you'll at least keep them in the code somewhere, then. I definitely want chem dispensers on my server.

moonheart08 commented 2 years ago

we probably will but chemistry will have a balance pass applied so unless you plan to redesign chemistry (again) it'll be horribly broken when infinite materials are available. It already is, horribly broken with infinite mats mind you.

in other words, the future is now old man

ghost commented 2 years ago

I won't put obstacles in the way of my players' fun. I'm sure that the work to redesign it will be worth it.

mirrorcult commented 2 years ago

I won't put obstacles in the way of my players' fun.

make sure to make them all invulnerable and let them freely spawn any chemicals they want as well, then

ghost commented 2 years ago

I of course don't wish to diss your design choices (as we all can always just fork off whenever we disagree) but I simply feel like some of them are too tedious to justify and in the end provide nothing but an obstacle in the way of fun. These include cloning requiring biomass or chemistry not having water. If the endgoal of ss14 is realism at all costs then go for it.

mirrorcult commented 2 years ago

like i said--if your main concerns are 'obstacles in the way of fun', you should start by removing the ability for players to die

ghost commented 2 years ago

Pointless hyperbole.

mirrorcult commented 2 years ago

dying and being taken out of the round stifles a lot of the fun players might have; it can feel frustrating, even, to have such an obstacle to your fun. of course, the objection here is that the ability for players to die introduces much more depth and fun (medical system, the consequences of death motivating players to engage with mechanics that help them avoid it) than if the mechanic had not been there. this is true for the other 'obstacles to player fun' we intend to add as well

ghost commented 2 years ago

interesting != tedious

mirrorcult commented 2 years ago

its good that our mechanics are interesting and not tedious, then

civilCornball commented 2 years ago

I… think this discussion’s over? You two have a knack for writing these comments in a really passive-aggressive way on accident.

ghost commented 2 years ago

Why are you being so pointlessly aggressive in such a tediously passive way? We're just talking. What I meant is that limiting basic functionality in this way is not interesting, it's just tedious. It's the equivalent of having to do inhale and exhale. When you die, you think "ugh, I could've prevented this by XYZ", when you have to go through hoops to get water as a chemist, you don't think that's interesting. All you think is the "ugh".

civilCornball commented 2 years ago

Please don’t continue this.

Could someone prevent further discussion here?