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Virology Reworked #332

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@Admiral-Obvious-001 Admiral-Obvious-001 commented Oct 29, 2024

First doc, probably placed the file incorrectly. Just a draft PR for now.

Edit: Later fixed the doc placement, so it's in the right location I think.

@Aisu9
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Aisu9 commented Oct 29, 2024

I believe keeping a cure-all option no matter how low the chances are is bad design

@Admiral-Obvious-001
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I believe keeping a cure-all option no matter how low the chances are is bad design

Probably, but I don't know how to fit it in.

@github-actions github-actions bot added Design Related to design documentation for Space Station 14. English labels Oct 29, 2024
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I really like viruses not being static and evolving over time, it gives crew some incentive to kill off weaker viruses when they have time before they become dangerous. Though I feel a few unique viruses should have fixed symptoms that you can acquire through certain sources (such as a zombie virus) for consistency. Being able to tell that a specific set of symptoms means someone is going to become a zombie soon seems like it would be a good thing to have.
I also feel these features are kinda isolated, there's not a lot of interaction with other systems with things like sterilization and vaccines being their own machines, why not have chemistry do some experiments?

A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine parent, but will not prevent any future mutation of the same virus eventually coming around and infecting later.

## External Infection Sources
Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, and potentially bio terror from nukkies.

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I agree that there should be a small and inconsistent but ongoing supply of new pathogens to the station, otherwise virologists will probably get bored pretty quick.

Maybe we could have salvage wrecks spawn infected items or mobs, or rarely have cargo orders come contaminated with a new virus? It makes sense for cargo to be one of the main vectors for new infections, after all that's how new stuff gets on station. And if it gives salvage another reason to play on station (getting checked for new diseases) that'd be a nice bonus.

I can also think of many other potential places where new viruses would make sense to spawn that could increase inter-departmental interaction, for example botany mutations, meat anomalies, infected meteors crashing into the station (and an engineer getting infected)...

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I should have mentioned in the review, I really like the overall direction of this proposal, much more than my experiences with SS13's virology (mainly tg some six years ago). I think even a simple implementation would make for a pretty compelling new job.

@Admiral-Obvious-001 Admiral-Obvious-001 marked this pull request as ready for review November 1, 2024 04:59
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I feel confident in this design at this point, so I'm opening the pull.

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Looks good too my untrained eye!
Nitpick: there are a handful of typos scattered throughout, might be worth running through a spellcheck before finalizing.

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Sorry, I meant misspellings specifically, I should have just listed them out rather than being vague. I'll also get out of here before I turn into a bike shed.

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