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# System prepended metadata

title: Atmos department rework

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# Atmos department rework
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# 1. Why?
Currently, atmos department have a few big problems:

**They are forced to make their own fun**
- The department starts completely set up, atmosians have no need to do anything at all

**The aforementioned *"fun"* is very questionable in terms of gameplay:**
- Almost everything atmosians do they do alone in their autism fortress with crew rarely seeing the fruits, resulting in miner-style gameplay but even worse as you dont have ai to fight and the need to return once in a while

**To actually interact with the station in a beneficial ways takes way too much effort and time**
- All the good gases are made from at least one other non-roundstart gas, making anything of note need two separate reaction conditions, done only one after the other in sequence

**The bad interactions are on the other hand very easy**
- Giant plasma chamber available and connected from round start is 4(four) clicks away from being fed into a distro loop
- A fireaxe destroys reinforced windows in maints/escape/arrivals with one click
- You have a few plasma canisters roundtart at the lobby if you want to fuck up someone specific in the first 30 seconds of the round

**Maintenance of the station atmos is useless**
- Any damage small enough to be easily fixed by you can(and most often will) also be fixed by anyone else on the spot
- Any damage big enough to need a space suit and special tools also needs engineers and takes so much time to fix people just abandom that area forever and call the shuttle half the time

**Atmos machinery is subpar in many ways**
- The station alarm console tells you less than a random scream over the radio will
- Air alarms menu is very cumbersome, especially in hallways with a ton of vents and scrubbers, yet thats where most of the atmos damage to the station tends to happen
- Fire alarms dont have any settings at all and are a chore to interact with
- Turbine at perfect mixture produces just barely enough power to sustain half the station, and when any proper engine is up it is a LARP
- Fusion engine is hilariously overcomplicated for something which doesnt do anything special at all

**Station doesnt need atmos department for anything at all**
- No other department has a need for any specific gas atmos has to offer
- The best atmos has to offer youd put in internals and enjoy a mediocre boost to something
- As a result, bluespace atmos machine is completely unused

# 2. What to do with this?


## The easy quality of life improvements:
**Station alarm console**
- Make it be be able to jump to the cameras near the station alarms going off and interact with the air alarms if they are seen on camera
- Make it be able to do the same with fire alarms
- Make it linked to atmos cartriges, upon console updates send them to cartriges

**Air alarms** 
- Make vents/scrubbers submenus have vent/scrubber status be hiddein in a collapsible menu so that a vent/scrubber entry only takes one line and thus are easy to find without much scrolling
- Add toggles near every vent/scrubber entry which makes all toggled vents/scrubbers copy eachothers stats so you can easily manipulate many vents/scrubbers, and a toggle all/untoggle all button

**Fire alarms** 
- Give fire alarms menus which can set their temperature thresholds and timers before alarm tries to turn off(its so people without crowbars arent trapped forever)

## The actual rework of a department and more:
- Remove all gases besides oxygen, nitrogen and CO2 from roundstart, keep the chambers though
- Add random gas vents/crevices to mining, which from a mining gameplay point of view establishes an area of gas of some randomized composition, and with a special equipment can be sealed and harvester so that said gas mixture is made available at the bluespace gas machine in atmos by some amount per tick with a limit on how much there is in total
- Add holo(atmos/delivery)pipes to atmos holoprojectors with some small coefficient of setting up compared to firelocks and give it unlimited range
- Add piping control console, which works like ai vision but in ventcrawl mode, you only see gas and delivery pipes and can interact with pipe machinery like pumps and filters, it also lets you see if there is something ventcrawling or delivery pipe traveling
- Make accepting a gas tank a component and replace all the current cases with that component
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# WIP BRAINSTORMING SECTION BEGINS
**Some way to transport gases to other departments in a way which is convenient**
- **???** Gas vending machine akin to mining ore redemption one
- **???** Dedicated department tank connectors fed from atmos
- **???** Make bluespace gas tanks, which are like usual tanks but can be connected to bluespace atmos machine and thus remotely get any gas which the machine will send them as long as it will fit, give 2 to atmos roundtart
- **???** Current gas vendors connected to bluespace atmos but in every department which may need it

**Give gases some use in the other departments**
- **???** Make co2 accelerate the growth speed, make BZ kill weeds, make H2O auto-water, make miasma fertilize
- **???** Add that component to cryocameras instead of piping in medbay
- **???** Add that component to chem dispensers, make some new recipes(balance issue) require "gas bubbling" of specific kind as a condition to happen
- **???** Give bartender a gasifier for drinks, which infuses them with whatever gas
- **???** Give cargo a bluespace gas relay which can send useful gases to NT without canister fuckery, and which can connect to atmos bluespace machine
- **???**

**Give malf/traitor AIs something to replace easy plasma flooding**
- **???** Put A/C units in every room which can heat/cool the temperatures when needed, give AI ability to fry the station with them without the plasma