TermedClepe2
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TermedClepe2 last won the day on July 3 2017
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List of irreplaceble items/machinery on station
TermedClepe2 replied to TermedClepe2's topic in Suggestions
Seems that they no longer make spray bottles but regular bottles because whoever is responsible for nu-botany hates fun. :^) -
IPCs could fold into a large briefcase to carry around.
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I've put together my own list, managed to make it shorter by getting the biotech done first. brain (Biotech: 5) heart (Biotech: 5) Basic Capacitor (Power: 1) Basic Micro-Laser(Magnets: 1) Micro Manipulator (Data: 1, Materials: 1) welding tool (Engineering: 1, Plasma: 1) Tracking Beacon (Bluespace: 1) global positioning system (Bluespace: 2, Materials: 2) advanced battery module (Engineering: 2, Power: 2) Reagent Scanner (Magnets: 2, Plasma: 2) tracking implant (Data: 2) Handheld Crew Monitor (Data: 3, Magnets: 3, Materials: 3) super battery module (Engineering: 3, Power: 3) cluster hard disk drive (Data: 4, Engineering: 4) advanced mass-spectrometer (Magnets: 4, Plasma: 3) welding shield implant (Materials: 4) Console Board (Telepad Control Console) (Bluespace: 3, Plasma: 4) Machine Board (SUPERPACMAN-type Generator) (Engineering: 4, Power: 4) Machine Board (Quantum Pad Board) (Bluespace: 4) toolbox (Combat: 1) Security HUD (Combat: 2) Large Grenade(Combat: 3) Exosuit Board ("Gygax" Weapons & Targeting Control module) (Combat: 4) Exosuit Weapon Design (PCMK-6 Bola Launcher) (Combat: 5) Reviver implant (Materials: 5) AI Module (Purge) (Data: 5) OR --wired network card (Data: 5) 2x Exosuit Weapon Design (P-X Tesla Cannon) (Combat: 6, Magnets: 6) Diamond Mining Drill (Materials: 6) 2x bluespace crystal (Bluespace: 6) mining jetpack (Engineering: 5) OR machine prototype (Engineering: 6) machine prototype (Engineering: 6) minebot AI upgrade (Data: 6) ambrosia gaia branch (Biotech: 6) OR sentience potion (Biotech: 6) -- Phazon Armor (Plasma: 5) 2x glowshroom cluster (Plasma: 6) OR 2x bunch of glow-berries (Plasma: 6) 2x glowcap cluster (Power: 6)
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List of irreplaceble items/machinery on station
TermedClepe2 replied to TermedClepe2's topic in Suggestions
I haven't included them in the list because everyone can already make spraybottles at roundstart using the biogenerator at arrivals hydroponics. Maint is also filled with them. The more you know. -
List of irreplaceble items/machinery on station
TermedClepe2 replied to TermedClepe2's topic in Suggestions
Dropper in autolathe seems logical. Pipettes could also be added since they are exactly like droppers just limited to 1u transfers. I would also go with duct tape in autolathe but I bet someone will argue in favor if biogenerator instead. Since you're making the water cooler movable: sinks, showers and toilets could also be made movable to further allow redecorating. I've seen a crate on one server that had bathroom appliances (sink/shower/toilet), there weren't any balance related issue with it unless water supply is considered - but chem dispensers already create water out of energy so a simplistic device used for these wouldn't be that far fetched and make sense thematically. -
List of irreplaceble items/machinery on station
TermedClepe2 replied to TermedClepe2's topic in Suggestions
Speaking of duct tape, both it and regular package wrappers are only obtainable 1 roll per cargo crate: from Bureaucracy Crate and from Arts&Crafts Crate respectively. I had to look this up in source code just now and I'm a cargo regular. Either autolathe or biogenerator could be able to replenish them if they are going to have a more popular use. Rolling pin could be crafted using a knife and wood, both available near chefs workplace. -
In here I'll try to list all the items and machinery that are commonly used during rounds yet are irreplaceable (in their function) by building/ordering, please add more if you know of any. Hopefully someone will try and implement methods of introducing new ones into the round. Dropper Rapid Crate Sender All-In-One Grinder Food Processor Cream Master Deluxe Rolling pin Splints
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Currently borgs have as much weapon ammo as they have battery life. After a measly super cap cell upgrade this becomes a negligible resource during combat, meaning they can carelessly spam their weapons for minutes without pause. With botany/xenobio cells, which are quite readily available for the majority of an average round, borg power management becomes a non-issue. I propose their weapons require a recharge at the borg charging station instead of draining battery life, with ammo count being similar to their humanoid tool counterparts. By weapons I also mean the disabler. Syndi borgs should be exempt from this due to not actually having a ranged energy weapon but rather a magical machine gun.
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This will only amplify problems with the upcoming atmos changes.
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I do not understand what was offensive or inappropriate about my post. I'm really new to this culture and it's really strange to me at times. Just today I offended someone by using the word "forced". Please don't take everything like an insult.
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I'm amazed I haven't seen a single good idea in your post Jared12100, given how long it was.
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Glowshrooms and shadowlings don't work at all
TermedClepe2 replied to TermedClepe2's topic in Suggestions
Someone had a brilliant idea: Make shadowling veil ability corrupt glowshrooms into shadowshrooms that would slowly take over the glowshrooms. This way both sides can get a taste of the tedium that is removal of spreading plants. -
Glowshrooms and shadowlings don't work at all
TermedClepe2 replied to TermedClepe2's topic in Suggestions
Scythe is not a glowshroom counter for shadowlings, the amount of hoops and access requirements to get is is ridiculous and even then you are unable to keep up with their spread. I'm pretty sure you guys do not understand the ease of glowshroom spam or the difficulty of dealing with it. -
Shadowlings are incapable of fighting back glowshrooms in a sensible manner, they grow too fast to clear. It takes a single botanist and a quick harvest to cover the entire station in endless glowshrooms, effectively countering shadowling as a round type. Even rushing botany roundstart was insufficient in countering glowshrooms, and I have to note it's absolutely ridiculous shadowlings need to rush botany to have at least glimmer of a hope. The rounds where you do not see shadowlings being totally removed due to glowshrooms are the rounds without botanists realizing the bullshit they have at their disposal. I would suggest removing glowshrooms effect on slings, or other kind of nerf.
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I managed to do it twice in two different round, today once.