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What Reagents should make Gold Slime mobs for cytology?

Posted: Fri Jan 14, 2022 1:45 am
by Shadowflame909
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)

Re: What Reagents should make Gold Slime mobs for cytology?

Posted: Sat Jan 15, 2022 3:33 pm
by Kryson
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.