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Toxins rehaul with liquid gas

Posted: Wed Mar 22, 2017 12:17 am
by FantasticFwoosh
The idea is that the new piping system xhuis is introducing should invoke a reinvigoration to how much shit Toxins can screw up with bombs by making a new range of possible interactions

> Toxins might actually retain usefulness as HIGH END chemistry for liquid gas reagent & normal gas interactions (unholy water & plasma heated to 666 degrees = Hell fire)

- Toxins is given its own 'water replication machine' for toxins usage, markedly different to the normal water only version.

> Toxins can construct 'dirty bombs' by using reagents such as napalm, etc to spread large quanties of contaniments very far and wide, a aura of radioactive ooze/napalm/below zero frost ontop of a explosion if nessecary.

To help support this, chemistry is given a injection machine, this may sound familiar to some people since i suggested it a while back with a similar concept to rehash the old idea here's the original sprite of the mixing machine i was thinking to attributing this function to allowing such factors of just taking two reagent sources and then controlling the flow, pressure and input temprature from there rather than additional equipment, like a chem master but for gases, not so that in the existing setup, error could occur from a few moles of gas being left in the pipes.

- Gas-master stores gases, allows you to mix them in a sort of safe enviroment and tweak them before re-adding them into a spare or empty canister as a finished product. Has a pipe entrance on the left hand side near the console.

Image

- Alternatively just using a new setup of piping, with a bit of co-ordination from the spare supplies in test lab for mixing fuel, plasma & water together.

Re: Toxins rehaul with liquid gas

Posted: Wed Mar 22, 2017 6:44 am
by Luke Cox
This could be a bit controversial with toxins autists enthusiasts, but personally I think this system has a lot more room for future expansion. Toxins has always felt stale once you get a decent bomb recipe down, because you're only making one thing. With this, you could make radioactive bombs, incendiary bombs, cryo bombs, etc.

Re: Toxins rehaul with liquid gas

Posted: Wed Mar 22, 2017 8:47 am
by FantasticFwoosh
Glad to hear it, finally traitors from toxins might be a tad more imaginative, we get some gas chemistry that isn't going to be fully hogged by normal chemistry, and the bombs might actually be used for good purpose during a situation such as cryo freezing a big radius of blob.

Hopefully gas liquid fuel will be actively flammable, so that you could mix it into some constantly burning pitch as it spreads out.

Re: Toxins rehaul with liquid gas

Posted: Wed Mar 22, 2017 8:51 am
by Luke Cox
I can't decide if Oldman is going to love or hate this

Re: Toxins rehaul with liquid gas

Posted: Wed Mar 22, 2017 9:03 am
by FantasticFwoosh
Ill settle for a hate-date if he'll buy me dinner first. All of my legit suggestions are born out of solid concepts of some form of another, i'll bend him round to my way of thinking eventually. (whatever nightmarish plane of self-irony that is)

- Toxins is a really annoying bugbear of science currently, since practically you need to force people to do a boring job as RD because volunteers are just keen to blow shit up, and to WANT to work there is extremely suspicious and if its not being torched actively with live plasma from human error/sabotage, then usually you have to ask the AI/command to turn off the toxins breaker to stop further bombs being produced (though a quantity may have already been made enough to warrant a emergency call from vital things exploding)

Ok interesting conceptual dirty bomb, smoke reagent liquid with 0 air exposure mixed with N2o in order to knock out a large amount of people to sleep with a detonation rather than (you can probably just call it 'anesthetic' or sleeping gas by that point) seeping N20 as a normal gas. etc etc can you see the kind of direction of interaction i am going with this.

Brainstorming more recipies would help flesh out this thread more (laughter reagent liquid & nitrogen = laughing gas, causes manic laughter as well as a gradually increasing amount of oxyloss damage from laughing so much, can lapse heart attacks on those with already poor oxyloss damage.)

- Reiterating that these are largely gas on gas interactions not like the current non-cryobeaker normal reagents simulated at a certain degree of heat/cold, though exeptions to the rule to make certain liquids noxious at room temprature, under the assumption that the piping is going to divert more of that reagent and a proper conversion ratio of how much liquid is needed to force a reaction into gas (a large wet puddle of laughter seeps out residual laughing gas) is intended.

- There is also the fact that you can empty oxygen air internals and refill them with this gas, OR use some of these gases in the place of plasma if they are potent enough to work for alternative engineering projects or specialisation. Which will be especially important with reactions to the supermatter now thanks to tokiko2 it reacts to different gasses differently.

> SuperHonkmatter that causes mild clown hallucinations and ghostly honking to those affected desires laughing gas

Re: Toxins rehaul with liquid gas

Posted: Wed Mar 22, 2017 9:24 am
by oranges
fwosh

Re: Toxins rehaul with liquid gas

Posted: Wed Mar 22, 2017 9:32 am
by FantasticFwoosh
Yes citrus-sama?

Sorry if i got carried away, i just want to spray liquid lava around the halls.

Re: Toxins rehaul with liquid gas

Posted: Wed Mar 22, 2017 5:51 pm
by Kel
what the fuck is this an actual non meme idea???????????????????????????????????????????????????????? why is this actually cool?????????? did someone steal fwoosh's account????

Re: Toxins rehaul with liquid gas

Posted: Wed Mar 22, 2017 5:55 pm
by kevinz000
this isn't a meme holy shit
Fund it.

Re: Toxins rehaul with liquid gas

Posted: Wed Mar 22, 2017 6:36 pm
by Qbopper
I still don't understand fwoosh's use of comedy chevrons or hyphens but at least it isn't the "objectives on a tape" idea

Re: Toxins rehaul with liquid gas

Posted: Wed Mar 22, 2017 6:45 pm
by iamgoofball
probably less laggy than reagent gas

Re: Toxins rehaul with liquid gas

Posted: Wed Mar 22, 2017 6:48 pm
by cedarbridge
Qbopper wrote:I still don't understand fwoosh's use of comedy chevrons or hyphens but at least it isn't the "objectives on a tape" idea
Consider that this might be the coding equivalent of the Overton Window.

Re: Toxins rehaul with liquid gas

Posted: Mon Apr 24, 2017 10:31 am
by FantasticFwoosh
iamgoofball wrote:probably less laggy than reagent gas
You can probably throw in some mixes to create custom foams with it too. I thought goof-gas was novel if a little strong and quite a good idea.

Had some brainstorming in IRC, what if Toxins (thanks KyrahAbbatoir) could be used with chemical production as a central source of fuel around the station, as per phasing out welding fuel and making much higher gradients of fuel & chemicals that can be used to substitute fuel for either engineering engines, tools, machines or shuttles.

- As to say that the emergency shuttle engine is made a little more slower, and that fuel costs for red alert recalls are deducted from cargo, but you can manually refill

The white ship would also need fuel to get around anywhere with lots of frequency, and filling it up with turbo nitrous end level fuel by mixing concentrated plasma & whatever else into the mix would make shuttle engines optionally reach SILLY speeds between destinations. If you want a engine to go slower and run off basic ION thrusters that push it slowly through space, drain the oil or emag the engine to make it splutter its oil everywhere.