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Let botany make a shambling mound mech

Posted: Fri Dec 29, 2017 8:47 am
by newfren
New plant that grows "mound" or whatever that acts like the metal in mechs and also you can use in-hand to craft into chassis/arms/legs/etc. Make it mutate from replica pods.

Kudzu for wiring up the mech so growing kudzu doesn't make security flashbang your entire department six times and arrest you.

Different plant traits give you good things for the mech - bluespace activity gives you a short jaunt or something, electrical activity lowers power drain, fire protection makes it take less burn damage or something.

If you have less than 100 potency on any of the ingredients you lose health proportionally.

It can only have potato batteries in it so there's more shit for botany to do.

Guns made out of combustible lemons and the mound stuff. Novaflowers for a flamethrower maybe.

Maybe only plant people can pilot them.

Now it's like an endgame objective for botany where you need to have a bunch of plants all at potency 100, some which are real hard to make like kudzu, all of which are either mutated off of other plants and/or require dna machine use. And it's like only as good as a durand or something.

Re: Let botany make a shambling mound mech

Posted: Fri Dec 29, 2017 10:39 am
by cedarbridge

Re: Let botany make a shambling mound mech

Posted: Fri Dec 29, 2017 10:52 am
by onleavedontatme
Sounds fun

Re: Let botany make a shambling mound mech

Posted: Fri Dec 29, 2017 10:56 am
by Iatots
What botanics really needs is grafting, for muh realistic apple growing but also for those sweet bio-cyberpunk augmentations.

Re: Let botany make a shambling mound mech

Posted: Tue Jan 02, 2018 5:26 pm
by Armhulen
I'll code a botany mech sure

i don't expect it to be merged but it sure is an opportunity to get better @ coding

Re: Let botany make a shambling mound mech

Posted: Tue Jan 02, 2018 7:28 pm
by Dr_bee
It would be a fun distraction if anything, Should require some cooperation with Robotics however, at least make it use an Odysseus chassis or something. Botany is already pretty powerful so having that small interdepartmental check would be nice to have.

Not that I think about it, what departments dont normally interact with each other? I guess thats a question for another thread.

Re: Let botany make a shambling mound mech

Posted: Tue Jan 02, 2018 7:46 pm
by DemonFiren
Dr_bee wrote:Not that I think about it, what departments dont normally interact with each other?
Last I heard, all of them.

Re: Let botany make a shambling mound mech

Posted: Tue Jan 02, 2018 11:56 pm
by Gun Hog
DemonFiren wrote:
Dr_bee wrote:Not that I think about it, what departments dont normally interact with each other?
Last I heard, all of them.
Before the techwebs + departmental lathe double whammy nerf, Botany was one of many ways to advance research levels, and botanists would sometimes request a chem dispenser, the plant gun, and upgrades to the gene modder. Chem dispensers were the most popular request I got, usually when chemistry took too long or something.

A botany mech where you slather vines and other planty bits onto a metallic frame seems silly and very SS13. Making it take plant traits as suggested in the OP would make the Megavineā„¢ mech the most versatile of the bunch!

Re: Let botany make a shambling mound mech

Posted: Thu Jan 04, 2018 2:38 am
by Selea
Possibly it's good idea to make more plants,which can bring you materials. Like some errr...bioplates,steelplates, reinforced wood.
This materials can be used to patch up hull breaches in station and craft. Also they can be used for botany mech. Which is pretty much regular mech,but which requiring botany materials.
Modules:
Wine whip
Cultivate(fullfils all needs of plant. Maxes out nutri,water,deweeds,depesting,harvest)
Integrated tray(you can load any seed.mech will fire with growns)
Plant storage.

Re: Let botany make a shambling mound mech

Posted: Thu Jan 04, 2018 2:43 am
by Armhulen
most of the weapons for the mech will be from plants, for example mound + blumpkin for the blumpkin launcher, blumpkins not included.

Re: Let botany make a shambling mound mech

Posted: Thu Jan 04, 2018 6:38 pm
by Denton
I'll be severely disappointed if it won't have a bee launcher.

Re: Let botany make a shambling mound mech

Posted: Thu Jan 04, 2018 6:51 pm
by SpaceInaba
reactive bee armor

Re: Let botany make a shambling mound mech

Posted: Thu Jan 04, 2018 7:52 pm
by DemonFiren
SpaceInaba wrote:reactive bee armor
paging beesting

or beerobot

Re: Let botany make a shambling mound mech

Posted: Thu Jan 04, 2018 8:19 pm
by InsaneHyena
Does botany really need more murder tools?

Re: Let botany make a shambling mound mech

Posted: Thu Jan 04, 2018 8:33 pm
by SpaceInaba
people told me botany was fine so we should buff it more
*gets hit with super acid flyperson species change stun lime*

Re: Let botany make a shambling mound mech

Posted: Fri Jan 05, 2018 1:44 pm
by AnonymousNow
newfren wrote:Hydroponics mech
That's hilarious. I want it.

Re: Let botany make a shambling mound mech

Posted: Fri Jan 05, 2018 5:00 pm
by MMMiracles
The base frame should come from an ancient seed that can only be found in space/lavaland while everything else can be done on-station. The clown has to explore space to get his honk mech, the botanist should have to do the same for their vegan mech.

Re: Let botany make a shambling mound mech

Posted: Fri Jan 05, 2018 5:06 pm
by Armhulen
MMMiracles wrote:The base frame should come from an ancient seed that can only be found in space/lavaland while everything else can be done on-station. The clown has to explore space to get his honk mech, the botanist should have to do the same for their vegan mech.
This would actually be MUCH easier to code so hell yeah why not

Re: Let botany make a shambling mound mech

Posted: Fri Jan 05, 2018 5:58 pm
by SpaceInaba
I wanna see podmen go pacific rim on megafauna now