I'm just throwing stuff out here because maintainers want the change. (The job is more active then xenobio) but i'm unsure what you'd use to make these mobs.
Lightgeist
Required Chemical: Strange Reagent
Supplementary Reagents: Omnizine (+4) Doctor's Delight (+3) Nutriment (+ 2) Slime Jelly ( + 1)
Suppressive Reagents: Blood (-1) Sulphuric Acid (-3)
Source: Bluespace Crystals, Colossus (Fun times rubbing a megafauna), Glowing Goo (Don't you think its just magical?), Lightgeist
Eyeball
Required Chemical: Protein, Omnizine
Supplementary Reagents: Hollow Water (+4) Teslium (+3) Liquid Gibs (+2) Nuka Cola (+1)
Suppressive Reagents: Screwdriver (-4) (The Drink) Unstable Mutagen (-3) Salt (-2) Welding Fuel (-1)
Source: Eyeball, Eyeballs (Humans???)
Crate Mimic
Required Chemical: Strange Reagent, Iron
Supplementary Reagents: Liquid Electricity (+4) Stabilizing Agent (+3) Gold (+2) Blood (+1)
Suppressive Reagents: Chlorine Trifluoride (-4) Holy Water (-3) Radium (-2) Dry Ramen (-1)
Source: Abandoned Crates, Crate (Itself)
What Reagents should make Gold Slime mobs for cytology?
- Shadowflame909
- Joined: Mon Jun 05, 2017 10:18 pm
- Byond Username: Shadowflame909
- Location: Think about something witty and pretend I put it here
What Reagents should make Gold Slime mobs for cytology?
► Show Spoiler
-
- Code Maintainer
- Joined: Thu Nov 29, 2018 11:04 pm
- Byond Username: Kryson
Re: What Reagents should make Gold Slime mobs for cytology?
The way to design samples is to ensure that the recipes for the different mobs conflict to make growing more difficult.
I'd support a paranormal type sample with spacebat, eyeball, aberrant residue, mimic, etc though.
Random spawn mimics in maint carrying a standalone mimic sample could also be cool.
I'd support a paranormal type sample with spacebat, eyeball, aberrant residue, mimic, etc though.
Random spawn mimics in maint carrying a standalone mimic sample could also be cool.
Who is online
Users browsing this forum: No registered users