Midaychi
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Everything posted by Midaychi
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Could be neat. I wasn't even aware that vox raider was disabled. Just that I know that rarely anyone ever signs up for it. Really my experiences with it are either: 1) Nobody signs up for it so the crew ends up like 1-2 vox or none at all and a round restart 2) Vox try to resolve their objectives but either get ignored or no-sold by the command staff because vox are technically antag, so they resist no matter what or use it as an excuse to go kill shit and pillage. Tl;dr, It's really hard to find command staff that won't meta, and its really hard to fight the space assholism that crops up when people realize 'hey thats an antag, and server rules don't apply to them! I can go wild and do anything I want to them!' 3) Vox play it like nuke ops, but usually lose for one reason or other and die horribly or get enslaved via loyalty implants or whatever. Rest of the round after those first 20 minutes is basically extended. ------------ Example of the rounds I've played: I was once vox raider with one other one round, we tried doing things peacefully, and the captain was all for trading. The IAA and HOS, however, literally for no in character reason other than 'gotta do paperwork' and 'dealing with enemy factions isn't a good idea' cockblocked the entire operation. Seriously the entire round was them being meta but using bureaucracy in character to nosell me. I got stuck in the bridge lounge, where the command staff would come occasionally and talk to me. Captain kept trying to set up trades and IAA kept noselling everything and the HOS kept being an ultra-paranoid asshole. My companion though spent that time wheeling and dealing with the rest of the crew and avoiding the command staff. He managed to get all our objectives save for one, and ended up trading with the CE for the station blueprints. IAA caught wind of this and declared us thieves for stealing vital station blueprints (despite the ce going like 'no I traded them' over the radio). IAA got us kicked off and banned from the station, and threatened the station engineers with permabrig (the ones who were trying to give us the four emitters we needed.). So me n other vox c4'd our way into engineering storage and made off with them. The hos ended up in a hardsuit with literally the entire armoury in his backpack chasing us down by himself for the last emitter, and we made off in the skipjack just as he boarded. We subdued him and kept him as a prisoner, but he ghosted out in shame. Another example: One round I was entirely by myself and had objectives for simple things, and an ion rifle. Ended up approaching them peacefully and roleplaying out a bit. Had everything I needed via trading with the crew, and even provided my part of the bargain that I made with the captain for research materials in return for the ion gun. I was allowed on the station as long as it was under escort by the HOS. Hos wasn't a dick, but was kind of weird and kept asking for vox eggs. Captain and entaurage gets in the R&D lab with a scientist, we disseminate all we can get. He then says, 'right then, escort him off the station' to the HOS and walks off. We don't have the materials to print an ion rifle, and he calls the shuttle becase 'we're done here', and despite the help of the scientist and the scientist begging the captain and HOS, we only manage to find out that the Captain specifically ordered the HOS right before he ordered the shuttle to make sure that I don't get my hands on an ion rifle. I get escorted off, shuttle leaves, I chill out in skipjack and scientist dude curses the captain for being a complete asshole, round ends. Another example: I have some simple objectives for some plasteel and uranium, but i'm all by myself. Oh well might as well try. Turns out this was back when shuttles broke so the skipjack gets caught in forever space. I figure that I'm fucked cause all alone and skipjack broke, so I go out almost nude and tell the admin not to expect much. I peek my head out and zip I'm in deep space. Then I bump into the research station, and figure 'why not'. I make my way to the research station with literally no gear and figure I can maybe mine the stuff. Manage to make my way in without setting any alarms, get various tools, etc when a scientist comes to the research station. I approach them peacefully and unarmed and they go ABSOLUTELY BATSHIT like, trying to kill me with a 5 force implement and yelling over comms like HELP HELP RESEARCH OUTPOST AAAH HES KILLING ME while literally the only thing I did was hug them and disarm them. I eventually ended up running and using the O2 locker trick to hide, and a security team showed up while the scientist continued to find various ways to attempt to kill me 4 no real rasin. He used the fact that the o2 locker trick left behind a collidable object to accuse me of cloaking, and even the captain showed up. I showed myself, scientist lost it all over my face but the security team and the captain got him to shut the fuck up, I claim that I got lost and I'm a civilian but lost my card, scientist goes on and on about 'he's not on the crew manifest so he is a vox raider!' even though nobody has sighted a skipjack or had any inkling of raiders. Captain just kind of frowns, then does something that impressed me. He questions me, gets me stripped and removes the stuff I'd gathered, and orders the hos to take me into custody. He then orders the hos to put me on the mining prison and just give me a bunch of mining points to work off, and wanders off. Hos complies, scientist fucks off, security team seems disappointed they didn't get to beat anything. I ended up getting sent to the mining zlevel, warden gets me set up with mining points that I actually work off and get the supplies delivered before the emergency shuttle gets to the station. Shuttle got called midway through mining because some dipshit caused the supermatter to go critical. Warden makes it to the mining zlevel all poisoned and I help him stay alive through it with the sleeper. He offers to take me back on the escape shuttle but I say I'd be fine, and he leaves. I then take the uranium I witheld and hid, and the plasteel, mine my way out of the prison and make my way to the skipjack point on the mining zlevel. An adminhelp comes through and the skipkjack gets sent, I board and go off, and complete my objectives just as the round ends. Whee.
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I figure a good place to put such a machine would be on the bar-side of the kitchen, and replace a table with it. Or put it on a table. IDK. OR! Maybe the machine itself is in the kitchen, and it has its own tiny personal disposal pipe setup. You order on a console in the bar/kitchen lounge and the machine prints it out and shoots it through the mini disposals to a stop near the console. Bonus points for clowns removing the windoor or something so that food shoots out as projectiles at people.
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Additional possible idea: Food and harvested produce can be loaded into the printer as well. Chef can either set it to be vendable like out of a smart fridge (With an optional price or free), or grind it up. Grinding up transfers the result reagents into the printer's reagent stock. Additional possible idea: Upgrading the printer with better parts enhances its learning rate, cook time, and reduces required reagent amounts ala the same way it works for protolathes. Device must be unlocked via an id or emag before a screwdriver can be used on it. Device can accept condiment bottles and beakers when hacked or emagged, which don't show up unless the device is screwdrivered open. Reagents in said bottle/beaker gets laced into the food. Optional building onto previous optional idea: If a cryostasis beaker is used, the reagents don't react when transferred to result food, and won't react until eaten and processed normally in the victim. Optional possible idea: hacked device can also accept specific objects. These objects are: Deathnettles, cuban pete meat specifically, various coins, spider meat/eggs, and carp meat, deep fried toddlers etc. Inserting such objects could temporarily unlock special recipes to be printed, that don't show up when that object is in the fridge normally, but still require certain tiers to be unlocked before it shows even then.
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I'm horrible at coming up with this stuff, but I'll try anyways. These all can ONLY be made in the 3d printer, and teir-ups are gained via cooking near it. You'd have to do a bunch of successful microwave cooks near it to get to tier 6. Chef research, basically. Unless otherwise said, all reagents are in liquid form, and the end result contains the reagents required to make it. Anything that says it has a random flavour means that the item gains a random prefix or prefixes in its name from a list of prefixes as a 'flavour'. Any other ideas are welcome Possible examples: Teir 1: Space Tube - 10 nutriment - Food in a tube! The classic way to eat food in zero-g. - Random flavour Space Cube - 15 nutriment - 6 different sides to stuff your face on! - Random flavour Nt Cola - water (assuming water is infinite) 5 nutriment and 5 units of sugar - Nutritious soda in a bag! Teir 2: Space Balls - 10 nutriment 5 sugar - It's like a doughnut hole, but better! - Random chance to be printed with sprinkles. Soylent Space Balls - 10 nutriment 5 sugar 5 soymilk - A doughnut hole for the space vegan inside of you. Chef's Choice Ramen - Water and 15 nutriment, 15 dry ramen - Ramen 2.0, in a tube! - Comes out as a random flavour and has 30 nutriment instead of only 15 via turning the dry ramen into nutriment. Chef's Special Ramen- Water and 15 nutriment, 15 dry ramen, 5 hell ramen - Ramen 2.0, in a tube! This one is smouldering! - Same as above, but only one flavour: 'Chef's Special Ramen'. NtFlurry - 20 nutriment, 5 cream, 5 ice - A deliciously fattening cold drink. Deluxe space tube - 20 nutriment - Food in a tube! The classic way to eat food in zero-g. This one is deluxe sized. - Random flavour Hyper cube - 30 nutriment - 24 different sides to stuff your face on! - Random flavour Teir 3: This is where the chef has to start branching out and asking the bartender/botanists for help. Nt Code Blue - Water, 5 nutriment, 5 units berry juice and 5 units coffee. - Nutritious soda in a bag, with a berry zip! Nt Code Green - water, 5 nutriment, 5 units of lemon lime, 5 units of banana juice - Nutritious soda in a bag! This one's practically honking. Nt Code Red - Water, 5 nutriment, 5 units tea, 5 units watermelon juice - A limited edition nutritious soda in a bag! Puffed Space Ball cup - 20 nutriment, 5 units of sugar, 5 units of rice. - Tiny colourful puffed space balls, barely contained by a thin walled cup. It's like your job, only safer. Chocolate Space Balls - 15 nutriment 5 sugar 5 cocoa powder - Chocolate is molecularly infused into the very structure of this doughnut hole. - Random chance to be printed with sprinkles Personal space-pizza - 20 nutriment, 5 units ketchup, 5 units soymilk - No matter what button you pressed, the pizza always came out as the plain space cheese variety! Nt Burger - 10 nutriment, 5 units ketchup, 5 units sodiumchloride - The choice of comdoms everywhere! Double NT burger- Same as above but double the required amounts - A burger fit for a true captain. Triple NT burger - Same as above, but double again the required amounts. - Dear lord singuloth, please save our station! - Has a chance to also contain a small amount of potassium chlorophoride. Nt Fries - 5 nutriment, 5 units sodiumchloride, 5 units potato juice. - The ideal side of choice for comdoms everywhere! - End result loses the potato juice but contains 15 nutriment through the magic of space. Nt Chili fries - Same as above but also 10 units of capsaicin - The ideal side of choice for comdoms everywhere! Spicy edition. Nt Chilly fries - Same as above but 10 units of frost oil instead of capacin - The ideal side of choice for comdoms everywhere! Packed with real space crystals! Tier 4: More advanced stuff Engineer's special - 5 units carrot juice, 5 units sugar, 5 units welding fuel, 10 units nutriment. - A wrench-shaped pastry. - result contains imidazoline and loses the welding fuel Amanitin Cube - 10 units nutriment, 5 units amatoxin - A six sided delight - Result contains some anti toxin. Nt Code Gamma - water, 5 units nutriment, 5 units radium, 5 units screwdriver cocktail. - An ultra rare edition of soda in a bag! This one glows in the dark. - Result contains some hyronalin Deluxe Donk pocket - 20 units nutriment, 5 units carbon, 5 units soymilk. - An extra-large edition of donk pockets, fortified with science! - Result starts warm and contains tricord like normal donk pockets. Replaces carbon and soymilk with 10 units tricord. Space Potato Man - 20 units nutriment, 5 units frost oil, 5 units doctors delight, 10 units potato juice - A commemoration of the hard work put into potato station 13; In the end though, you're still just a potato. - Result contains a small bit of ryetalyn. Tier 5: pro tier Traitor's demise - 10 units nutriment, 10 units cyanide, 5 units ice, 5 units gin. - The true fate of all traitorous scum, in easy pill form! - Result removes the cyanide and replaces it with like 10 or 20 units of zombie powder. Chemist's Triage - 10 units nutriment, 5 units polytrinc acid, 5 units unstable mutagen - A beaker-themed cup full of mystery and suspense. - Result doubles and replaces polytrinic acid and UM with bicadraine, tricord, and anti toxin. Also a little condensed capsaicin, for realistic screaming action. Miner's Melody - 10 units nutriment, 10 units gold, 10 units uranium, 10 units manly dorf - A drill-shaped pastry; a miner's only true reward is MORE mining. - Result replaces non-nutriment and dorf reagents with leporazine, dermaline, and synaptizine. Random chance to be diamond-drill coloured and also contain a small amount of ethylredoxarine (or whatever that anti-alcohol medication was) Spaghetti Attack! - 10 units nutriment, 10 units slime jelly, 10 units holy water, 10 units blood. - A strange noodly mess in a bag that jiggles like its alive! - Result replaces slime jelly and blood with a little bit of mind breaker and some alchdranine Bluespace cube - 20 units nutriment, 5 units singulos, 5 units plasma, 10 units welding fuel. - So many sides to stuff your face on, it'd take a scientist to count, so eat it anyways! - Replaces singulos plasma and welding fuel with 30 units of nutriment, for an extremely dense nutriment experience. Chance for a monkey cube to fly out onto the ground while you're eating it. NtBlizzard - 20 nutriment, 10 ice, 5 sugar, 5 plasma, 5 frost oil. - A limited edition extra-cold NtFlurry. Contains real space crystals! - Every bite has a small chance to either freeze the player or turn them into a statue, and the 5 plasma is replaced with 10 extra frost oil in the result. Tier 6 Ultimate tier Nt Code Delta - water, 5 units nutriment, 10 units uranium, 10 units iron, 10 units inacusiate - An ultra limited edition of soda in a bag! This one's bag is etched with circuitry, and gives you a strange urge to worship the machine overlords. - Replaces the uranium and iron with 10 units of random healing chems. Drinking it has a chance to create an emp pulse around you. Lord Singuloth - 20 units of nutriment, 10 units of plasma, 10 units of singulos, 10 units of radium. - A delicious pastry that spins constantly. All hail lord singuloth! - End result replaces radium and plasma with arithrazine and hyperzine. Every bite has a chance to pull unanchored objects towards you. Super Matta - 10 units of nutriment, 5 units of plasma, 15 units sugar 10 units capacin and 10 units carpotoxin - This yellow rock candy washes you with an eerie chaotic glow, and urges you to lick it just one. more. time... - End result replaces plasma with alchdranine, and carpotoxin with mind breaker. The candy has many small bites. Each lick also has a small chance to cause you to ethereal jaunt, BUT also stuns you in place so you can't move. Strange artichoke - 10 units of nutriment, 10 units of singulos, 5 units of plasma, 5 units of banana juice. - This mechanical approximation of a leafy green earth vegetable seems to vibrate with a blue glow. Delicious! - Replaces plasma with more nutriment. Has a number of extra bites, and biting this food can cause you to teleport around, but uses xenoarcheology bluespace code that has a chance of implanting you within the contents of objects. Either needs a way to escape eventually or a way to move around as that object, or a mary sue code for eating that allows you to just directly use the object to eat it.
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This is a suggestion to attempt to make mechanic a much more interesting and potentially effective class while avoiding changing the station ecosystem when there's not one around. In order to turn the mechanic into a handyman of station quality, they could spawn with a special box kit that must be unpacked. The box contains most of the harder to get parts to assemble a protolathe and a circuit imprinter, and the boards to create a mechanic-specialized protolathe circuit imprinter and r&d console. This includes late joiner mechanics. If no mechanic spawns, then this doesn't exist, thus is a non-issue for the station. A mechanic can then go to wherever they want to set up, bring the remainder of materials they'll need, and set up their mechanic lair. They can sync their science levels by piggybacking off the R&D network. (though crafty mechanics can set up a deconstructor, but doing so is against NT regulations.) Their mechanic lathe and circuit imprinter prints boards specific to mechanics and station rebuilding. It wouldn't have mechs or weapons or such; mainly parts. Possibly parts that R&D doesn't have if necessary. Mechanic would then be responsible for restocking and making new vending machines, fixing and upgrading existing machines, stuff like that. R*D can still do this without a handy man, however, just that the handyman's job specifically is to do this sort of thing.
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I've made this suggestion sort of before a long time ago, guess I'll refine it and try again? Basically, either a machine that the kitchen starts with and can be upgraded, or a machine that R&D can provide the board for, that's placed instead of a wall much like a smart fridge. The device at base will print some basic space food, and you have to fill it with nutriment and certain other chemicals. The filling can only be done by someone with a chef access id level or better. An emagged or hacked version will accept additional chemicals and lace the result with it. It's basically a learning vending machine that prints certain kinds of food and uses chemicals as a resource. However, the blueprints in it can be upgraded. How? Through observation of course! When the printer is in range of kitchen implements such as the deep frier, microwave, etc, and these objects are successfully used to create food (microwave obviously gives a *lot* more progress than just stuffing stuff into deep frier), it generates kitchen exp for the printer. A chef-level id can access the printer and choose cooking types to level it up into, to unlock new and exciting space food to print (that could potentially require a wider variety of chemicals and/or solids). Optional: Chef can program in prices, but the stuff defaults to free. Money gathered goes into the linked id's account. When I say space food though I mean new types of food that are wonderfully strange and not normal, like cubes and tubes and weird shit.
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Yeah it really is the case of having a system where you've either got to restrict them heavily or rely heavily on admin and community policing to weed out the abusers. Someone *will* abuse it, especially if there's no admins on and the retellings of the occurrence of said abuse *will* be greatly exaggerated in frequency.
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It was a thing that zomgponies started working on at some point to make crafting more involved but got distracted with making their various gamemodes and forgot about it.
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Mij said they tried it with making dough though and reagents didn't transfer over. Idk I haven't gotten a chance to test it myself.
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If that were the case, I'd still like to see their x-ray removed. It's kind of crazy powerful. I'd also like the option to print them out and give them custom laws if they weren't spawned from the drone fabricator via ghost, and some visual indicator so people could tell the ghost-spawned non-interactive ones apart from the player-made positron or mmi based ones with potentially custom laws (or lack thereof) at a glance.
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Pretty sure the code made vox appear as the alternate vox version whenever they donned the normal version of these clothes, at least back before Ponies vanished. I'm guessing some sort of code porting from another server overwrit that code at some point and nobody bothered to re-institute it. The code is still present for items such as the gas mask and face mask. and the t-ray scanners.
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Overlap? Wat? Maybe I was being super unclear and vague as usual. Tl;DR I was proposing taking tg's code for drones and using it to improve spiderbots but at a cost of resources and effort to the players involved in creating it ingame. It's less of a maintenance drone after the changes and more like the old diona nymphs paradise used to have before ponies removed their hands and ability to wear masks and backpacks by their own volition. Protags can use them to have little helping hands and antags can emag them to force them to be little helping hands (or just get a willing victim to put into it beforehand) Paradise station maint drones are ghost joining vessels with very strict laws to prevent them from interfering in the round, have a kit full of tools to attack at least basic and sometimes advanced repair and custodial problems, and cost the station literally nothing but power. They have all access and silicon remote access to electronics. They get around via the disposal system. Their uses are limited to: Ghosts that want to mess around instead of observing or leaving. The modified version proposition I made in the OP would essentially be lawless (or nearly lawless) mechanical monkeys with a belt slot, two hands, inability to grab or throw, and a combined head/gasmask slot. They have to be made and given access specifically by the player crew, and they don't even have to spawn with a full blue toolbox if the porter doesn't want them to. They get around via vent crawling, Their uses are: Basically anything you can do with a belt slot and two hands. This includes aiding or interfering in all departments. They can even equip a clown mask, put a clown pda on their belt, and run around with a bike horn.
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Really this suggestion was about porting them over to become somewhat illegal spiderbot upgrades. You could put a positron or mmi into it and have a robo pal that could help out anywhere around the station, put a pai in it and give your buddy hands, and even subvert it with an emag to make a loyal (but rather flimsy) mechanical monkey.
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First of all: What are TG drones? - They're tg's version of maintenance drones. They have similar laws, but are very different. They're more like mechanical diona nymphs with improvements, that can only be printed from fabricators. They resemble the spider bot but with two arms and a pai screen stuck on. - They have two fully functional hands, all access, a gas mask/head slot (one slot that accepts both, but can only have one at a time), xray vision, and a belt slot. They also have a drone light and can ping other drones with varying levels of alert. They can also ventcrawl with alt+leftclick. They can't, however, grab or throw. They also can't remote manipulate electronics and have to use hands like normal station plebs. - They start with a fully stocked mechanical toolbox stocked with a multitool, but can take it off. They can wear hats and belt items, and do all sorts of hands and hat-wearing related things. Doing so on a live server and breaking your laws is a good way to get banned though. - They're about as flimsy as normal spider bots. Not very robust at all. Why would we need them, as is? - We don't, and they'd be kind of silly and ridiculous. However, I think a modified version has potential. What are these modifications you propose? - First off, how they're made, and how they're populated: I think it'd work out better on paradise if you had to use the illegal borg module on a constructed spiderbot to convert it into a drone. Crazy drones with hands aren't NT sanctioned. You'd then have to insert a brain containing mmi or a positron to populate the drone. No ghosts. Maybe pais. (they do have a pAi-like screen, after all).. Guess it'd be neat if they had improved stats or something based on what level of manipulator was used in the construct too but eh. - Second, No Xray or all access. I think it'd work better if you can give them access in the same way you give exosuits access; swiping a card on them and adding access from the card manually through an interface. - Third: Maybe make them lawless. Or at least give them lax laws. They have to be manually constructed, have requirement of the R&D team actually doing their job as well as giving you a matter manipulator AND materials from mining, AND don't have all access, AND can't be populated via just ghosts (unless you include pais, then they have to convince their masters to put them into one anyways so that's a whole 'nother hurdle.) This still sounds like a horrible idea -Alright, but botany-drone is sad. Why do you make botany drone sad? They just wanted to grow plants, boop beep.
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You'd need random seed crates for that. ON that note however, I propose that this suggestion also include the removal of the ability to syringe reagents into nettles and death nettles specifically, to avoid abuse. Plus how are you putting those chemicals into all those tiny needles that's ridiculous.
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Minimum effort change would just be to change some id levels and give botanists subjob title choices, and give a notice to botanists that they are under the chef. Full effort change would be to remap kitchen and botany into some sort of combined kitchen with backroom supply/growing area, make botanist have subjob choices (in addition to default botanist) of cook or waiter, and make chef into head chef.
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As nettles currently work; they simply check the potency of the plant when harvested and apply a force to the nettles. Potency 200 death nettles would have something like force 85, which is 25 more than fire axes. And one handed. Balanced only by their leather glove requirement and their chance to become useless via losing leaves. As nettles would work with the above change; nettles would be like force 5 or something, but they would apply reagents when hit with, and would still have a chance to become useless after enough whacks due to their innate chance to lose leaves. I think it'd be pretty neat if the force were removed altogether and the damage based entirely on reagents. Nettles are toxic, I'm pretty sure, and death nettles have polytrinic. With clever and currently possible xenobotany shenanigans (Including one way involving a bug that was patched in newer baycode) you could make a nettle that only contains healing reagents.
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Fom baystation code, the exotic seed crates contain a few packets of randomized seeds, each which call the randomize proc in baystation hydroponics that generate reagents and stats for it. It also contains a kudzu seed; important because kudzu has anti toxin reagent and no other plant has that normally. If you really want to prevent kudzu griff, you could always lock the crate to RD access or something. That way at least a head's id or a laser has to be involved at some point.
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Just some minor things I think would be neat? 1. if someone dumps a beaker, or sprays a sprayer onto a tile that has no gravity (Either space or no grav gen), then the liquid would travel until it hit a solid object (a person or a wall etc). Caveat: Sprayers and chems wouldn't interact with the tile surface under null grav like they would otherwise usually, but would interact with any mob they hit. Caveat: Fire extinguishers should still interact with fire tiles and slimes, etc, or that'd break stuff. 2. if someone gets hit enough to bleed, it would create a low density simple mob named a blood splat or something instead of a ground decal that would float around in the air and splat+delete itself onto any mob or wall it interacted upon or was interacted by. If it enters or stays in an area that has gravity, it will delete itself and make a splat on the ground (and whatever is below it) This also happens if someone vomits, or does other things. This is sure to make certain virology symptoms absolutely horrifying. 3. superfart should act as a propellant, but with unreliable direction and force. On occasion it will speed you up enough so that it breaks bones if you smack into a wall. 4. Make adhering to walls and surfaces only work if you're on grab intent, but make it harder to dislodge people from said surface. Maybe even make a chance for you to grab and hold onto the surface during a decompression instead of being sucked past if you're standing and conscious, but subsequent decompression pulls weaken your grip via reducing stamina. That way people can float past walls and narrow passages and stuff on other intents, and all the pushing and shoving has to be on purpose. Maybe even make it a robust combat mechanic, where you can choose between having no grip or having a grip but people can potentially weaken your stamina via combat as you struggle to hold on. Obviously this is unnecessary if the mob is a cyborg or has mag boots. 5. Firing a ballistic type weapon, such as the pneumatic cannon or powered crossbow or a revolver, counts as a force in the opposite direction of firing, but their projectiles also travel further. That way, energy weapons become more reliable in zero G, and ballistic weapons become ghetto emergency propellant. Pneumatic cannons should be fireable while empty to function like fire extinguishers on chairs with customizable (And much stronger potential) forces. 6. Vines should count as space-grabbable surfaces. Those plants that creep around and cover the station in a glowing mess? Double as ropes.
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Before you think it, no not minecraft creepers. While abusing xenobotany, I noticed that sometimes when you plant vines, it spawns an invisible simple mob named a creeper. I have no idea what it does besides sit there and for all I can tell its a placeholder mob. But it made me think of something we could possibly do to enhance further the tribulations of the vine. Currently, the mutation controlling vines ranges between 0 and 2; 0 being no, 1 being thin vines, and 2 being kudzu vines. There's also a mutation that controls carnivorism, which the vine code looks at and ranges between 0 and 2; 0 being no, 1 being eats weeds, 2 being eats pests. Carnivorism 2 and spread 2 means that it will be kudzu that also does a little brute damage and sucks blood from its victims in addition to strangling them and filling them with chems (yes this is an actual mechanic, and yes you can make kudzu vines from blood tomatoes and poppies that inject bicardine and blood while sucking blood and doing brute. Dialysis vines.) Edit: I have been corrected, and apparently weed eating and parasite eating are different genes. Carnivorous 2 still does the whole nom thing but carn 1 is still pest-eating. The idea: For spread 2 vines; If they have carnivorism 1 then they'll occasionally spawn little creeper vines as they grow that patrol within the vine area. The creepers are passive mobs, but will attack anyone who approaches a vine tile with a vine-effecting weapon drawn such as a welding tool or a scythe. They could also drag people laying down into the vines. If they have carnivorism 2, then they'll be aggressive instead. Maybe for antang !!fun!! they could ignore the person that planted them unless they start attacking the vines/creepers? I'm sure this'll be nothing but !!fun!! and entertainment and totally a great idea. You could also maybe make the creepers harvest from the vines from time to time. ( Yes you can harvest from vines just as if they were plants in a tray, and no there's no visual indication when a vine is ripe enough to do so from; you have to actually click on it to find out. )
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But occasionally fun. Same happens in the science department, and medical department, and cargo, well any department really. People work together or they don't. It's not really something reliable.
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But eventually someone would go head chef and name themselves Gordon Ramsay
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General gist of the idea: combine kitchen and botany into one department, where the chef is the head, and everyone in the department has access. Also give alternate job titles to botanist such as 'kitchen helper' or 'waiter/tress'. I dunno I think it might improve that area.
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Keep in mind that paradise frequently falls behind on baystation-based updates, due to either missing prs or portability issues.
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That summarizes what I was getting at in a completely roundabout and vague way, actually.