Genetics/Science idea - Biomatter, Science & Cloning

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FantasticFwoosh
Joined: Mon May 04, 2015 11:25 pm
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Genetics/Science idea - Biomatter, Science & Cloning

Post by FantasticFwoosh » #283504

Here is a idea

Right now all handling of genetic material is segregated across two different departments (genetics & xenobio) in systems that run parallel to each other, I want to achieve with this thread a system closer to what is seen in other servers and increase the rate of inter-department interaction so that geneticists actually have purpose to work with their colleagues in research on more than a 1 off machine upgrade basis.

To help achieve this, biomatter which is (sugar, nutriment & carbon) is made to be a quite literal goopy green chemical, and powers all of the cloning (and related to cloning) equipment, eating raw biomatter will feed you but it is slightly toxic for all the rampant breeding bacteria that are culturing in its rich nourishment to consume directly.

> Subsequently the biogenerator will require a rehaul to actually only store as much biomatter as the current container within can hold (which means you can go up and grind some plants, and recieve a reliable fertiliser in return) or print off a selection of items from the biogenerators machine frame.
How it is important is that without resupplyment of biomatter, much like cryotubes, the cloning process will stall or be ineffective and automatically eject (meaning you cannot leave autocloners on for a extended amount of time, though capacity & efficiency does improve with upgrades) similar to cooking with the deep fat fryer in which all the time its left in, it will be steadily decreasing
Biomatter & Growing bodies

Science & Botany become involved through their already persistent relationship by being primary contributors of biomatter, science has a monopoly on monkeys, while botany can low-key produce a steady supply of biomatter by processing plants into the biogenerator. The way that science produces monkeys via xenobiology or a slowed progress of botany slowly grinding monkeys due to their reduced input creates a economy.

- The experimentor room is swapped out for a vat growth room, this room takes biomatter en-masse and grows ckeyless bodies & organs (as specified by the computer that basically allows you to pick and choose) information that is fed into this machine when deciding its palette of body parts to use & reference from (whether you just want to grow a heart or a entire body) is determined by the SE, mutation toxins or disks that are inserted into it

- Mutation toxins are added into the buffer to modify the body inside, once their genetic information is parsed & a SE is made at genetics you can make more. Directly intaking xenobiology slime mutation toxins will massively poison you as a change to this free-form race changing system. The system is not picky or choosy whether its a xenomorph, monkey or even a true demon as long as its a carbon mob.

> The vat machine can also accept caches of organs to function as a extended plus cloner (taking live brains, so long as they are populated) but much more expensive (both powerwise & resource wise) and slow with the option to grow science created organs (such as welding modified eyes) into the body type by explicitly stating to use organs in the cache during its building process. Its a build a being workshop & geneticists + scientists get compulsory access

- The xenobio monkey grinder explicitly changes to be a monkey to organic meat based biogenerator that only deals with taking monkeys (until emagged if you want to turn bodies into paste) and blendering them violently into raw nutriment which is then synthesised in the machine into biomatter, you can dispense monkey cubes & other objects like a biogenerator from this machine for cost rather than a per-monkey basis, and it also reads how much nutriment the monkey had in its system.
Triangle of genetic research

Besides the big overhaul of reusing the experimentor room, the ideal system is a ferrying of biomatter either in a low supply constantly from botany to genetics, or through science via the geneticist with their access, building new machines without having a sustainability setup of either botany or xenobio drastically pokes holes in plans for hide-away without first mixing the components together for biomatter manually.

- Gene alteration & application genetics recieves a critical change in that they can no longer directly monkify humans from the genetics machine like they could, but they can still use genetic samples they gather themselves (from monkeys) to create SE's

- The vat machine is connected to, and when it is linked to the R&D network it will save biomatter research data (like design disk information) about organs and particular non-identity fake feature parts (generic head of unknown) into the R&D database. Identities need to be. Saving xenomorph organ schematics will let you print it off later for a cost of biomatter.

Medical can then use the ckeyless clones as blood bags, guilt free organ donor (if they need it) or to help them dip into experimental surgeries, replacing functions such as the limb grower medical machine, and geneticists use monkeys or vat clones for genetic research while still being part of science.

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lumipharon
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Joined: Mon Apr 28, 2014 4:40 am
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Re: Genetics/Science idea - Biomatter, Science & Cloning

Post by lumipharon » #285681

Once botany is properly off the ground (upgrades also help) they can shit out monkeys/biomatter for zero effort. If you're not at that point (ie: no botanist), then it would be a tad annoying.
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