ITT: We make shitty suggestions and come up with poor ideas.

A place to record your ideas for the game.
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Qbopper
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Qbopper » #354387

Bottom post of the previous page:

would be a good idea but forcing people into cryo or using the limited medical kits is a meh idea

would mean doctors have to rely on chemists which can be hit or miss

too good of an idea for this thread though

actually nvm it doesn't have the ear damage healing chem 0/10
Limey wrote:its too late.
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Anonmare
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Anonmare » #354388

Inacusiate is the ear healing chem.

Also we could give medbay a small back office chem area that the doctors can use whilst the chemists can remain the public front
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Qbopper » #354392

Anonmare wrote:Inacusiate is the ear healing chem.
im a dumby
Anonmare wrote:Also we could give medbay a small back office chem area that the doctors can use whilst the chemists can remain the public front
it would be interesting if doctors had a way of creating burn/brute healing items without having a full chem machine

make a machine that is slower and only creates less effective ointment/bruise things so doctors don't need to RELY on chemistry, but it's inefficient and chemists can make better stuff
Limey wrote:its too late.
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Anonmare » #354395

A tier 1 portable chem machine should be enough to do it I think. Extremely limited chemical selection but can make the basic trek chems and maybe tricordazine if you feel fancy
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Qbopper » #354399

making it portable is relevant to the thread title good work
Limey wrote:its too late.
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Anonmare
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Anonmare » #354402

Qbopper wrote:making it portable is relevant to the thread title good work
Technically all chem machines are portable
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Gun Hog » #354637

Give Traitor AIs the ability to buy a remote emag module for 80 CPU. This allows the AI to emag any machine by entering a click-to-emag mode similar to camera mode. The high price is due to the potential power it would have. Emag sleeprs to scramble the chems, emag chem dispensers to make parapen juice (zombie powder), bolt-emag airlocks to make them a pain to open, or, heh, emag the cloner at just the right time...
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Nabski » #355464

A replacement for last resort that implants the the ling into a new person. After enough time they can give up control of their own body to take over that one. The existing body turns into a hostile true ling that rampages until it's death.

Replaces the infecteds heart with a "changeling seed" to make it difficult to remove.

75 energy cost sting that can only be used on players under 50 hp.
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Re: ITT: We make shitty suggestions and come up with poor id

Post by SpaceInaba » #355732

necropolis is a giant fully fleshed out dungeon with a final boss that we change every once in a while so we can have SS13 raid seasons
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Re: ITT: We make shitty suggestions and come up with poor id

Post by SpaceInaba » #355733

necropolis is a giant fully fleshed out dungeon with a final boss that we change every once in a while so we can have SS13 raid seasons
Spoiler:
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fuck,
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Armhulen » #355735

how is that a bad idea
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Re: ITT: We make shitty suggestions and come up with poor id

Post by SpaceInaba » #355737

Armhulen wrote:how is that a bad idea
because it would take fucking forever
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Armhulen » #355748

SpaceInaba wrote:
Armhulen wrote:how is that a bad idea
because it would take fucking forever
not really, it'd just be a cooler reebe
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Re: ITT: We make shitty suggestions and come up with poor id

Post by huehuehue » #355767

add in orks as a race
allow them to jerry rig any tech the station has into an offensive weapon/weapon component
give them killa kans and deff dreads
allow them to put said jerry rigged weapons/weapon components on said killa kans and deff dreads
give them the ability to hijack/modify(or "make orky") the mechs the station throw at them
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Gun Hog » #355984

Armhulen wrote:
SpaceInaba wrote:
Armhulen wrote:how is that a bad idea
because it would take fucking forever
not really, it'd just be a cooler reebe
I have had dreams about this, an SS13 version of the Dungeon in Terraria. Wheels of fire skirting along the walls, corrupted/undead mobs storming you, large, spinning spiked balls, and all the other nasties.
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Re: ITT: We make shitty suggestions and come up with poor id

Post by calzilla1 » #356019

I say we give pk borgs a ion cannon. That'll straigten them out!
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Re: ITT: We make shitty suggestions and come up with poor id

Post by PKPenguin321 » #356059

calzilla1 wrote:I say we give pk borgs a ion cannon. That'll straigten them out!
Actually this is an interesting idea since it would allow PK borgs to nonharmfully remove ammo from lasers etc but it would probably fuck over syndie borgs and stuff
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Dr_bee » #356073

PKPenguin321 wrote:
calzilla1 wrote:I say we give pk borgs a ion cannon. That'll straigten them out!
Actually this is an interesting idea since it would allow PK borgs to nonharmfully remove ammo from lasers etc but it would probably fuck over syndie borgs and stuff
And it would give the AI a counter to shitty or subverted borgs. This is actually a good idea. Plus the idea of a eggborg emp'ing itself is funny to me.

with the reintroduction of secborgs, PK borgs could probably use an overhaul idea thread so they can move beyond being a shitty coder meme.
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Anonmare » #356222

Buff PK borgs when secborgs get removed (because we all know that everyone's mind is already made up).

PK borgs have the stated mission goal of preventing harm but aren't very well-equipped to do this and are powerless against security when they decide to go Gestapo on the station. So, my thought was to make them more equipped to handle security.

The most important part is them being able to deal with energy weaponry, such as lasers, tasers and batons etc. The most simplest solution would be to buff their dampening field so that any weapon that uses energy as its ammo supply is unable to fire whilst inside of the field (ballistic weapons, grenades and melee weapons remain unaffected). Stunbatons have double the energy drain and flashes have a more likely chance of burning out, including other borgs' flashes. The field will continue to affect projectiles as it does so now.

Zipties are a must, the standard borg should not be better than the PK is at incapacitating someone - the standard should be inferior to a specialised module in their area of expertise.

If engiborgs are the healers/spellcasters and standards are the tank/DPS - the PK borg should be the debuffer
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Re: ITT: We make shitty suggestions and come up with poor id

Post by SpaceInaba » #356225

Give mechs martial arts and let them stun eachother like humanoids
actually wait that sounds cool
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Qbopper » #356226

SpaceInaba wrote:Give mechs martial arts and let them stun eachother like humanoids
actually wait that sounds cool
it can still sound cool and be a shit suggestion

that being said, merge it
Anonmare wrote:Buff PK borgs when secborgs get removed (because we all know that everyone's mind is already made up).

PK borgs have the stated mission goal of preventing harm but aren't very well-equipped to do this and are powerless against security when they decide to go Gestapo on the station. So, my thought was to make them more equipped to handle security.

The most important part is them being able to deal with energy weaponry, such as lasers, tasers and batons etc. The most simplest solution would be to buff their dampening field so that any weapon that uses energy as its ammo supply is unable to fire whilst inside of the field (ballistic weapons, grenades and melee weapons remain unaffected). Stunbatons have double the energy drain and flashes have a more likely chance of burning out, including other borgs' flashes. The field will continue to affect projectiles as it does so now.

Zipties are a must, the standard borg should not be better than the PK is at incapacitating someone - the standard should be inferior to a specialised module in their area of expertise.

If engiborgs are the healers/spellcasters and standards are the tank/DPS - the PK borg should be the debuffer
stop making good posts in the shit thread
Limey wrote:its too late.
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Re: ITT: We make shitty suggestions and come up with poor id

Post by huehuehue » #356228

Qbopper wrote:
SpaceInaba wrote:Give mechs martial arts and let them stun eachother like humanoids
actually wait that sounds cool
it can still sound cool and be a shit suggestion

that being said, merge it
Anonmare wrote:Buff PK borgs when secborgs get removed (because we all know that everyone's mind is already made up).

PK borgs have the stated mission goal of preventing harm but aren't very well-equipped to do this and are powerless against security when they decide to go Gestapo on the station. So, my thought was to make them more equipped to handle security.

The most important part is them being able to deal with energy weaponry, such as lasers, tasers and batons etc. The most simplest solution would be to buff their dampening field so that any weapon that uses energy as its ammo supply is unable to fire whilst inside of the field (ballistic weapons, grenades and melee weapons remain unaffected). Stunbatons have double the energy drain and flashes have a more likely chance of burning out, including other borgs' flashes. The field will continue to affect projectiles as it does so now.

Zipties are a must, the standard borg should not be better than the PK is at incapacitating someone - the standard should be inferior to a specialised module in their area of expertise.

If engiborgs are the healers/spellcasters and standards are the tank/DPS - the PK borg should be the debuffer
stop making good posts in the shit thread
what he said
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Re: ITT: We make shitty suggestions and come up with poor id

Post by SpaceInaba » #356234

give the Hos a full solid snake cosplay complete with a bandana that gives you cqc while its on
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fuck,
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Re: ITT: We make shitty suggestions and come up with poor id

Post by huehuehue » #356251

SpaceInaba wrote:give the Hos a full solid snake cosplay complete with a bandana that gives you cqc while its on
make it play the alert sound if you're spotted and make a ! appear over your head for a couple seconds
feem wrote:wtf i like fwooshposts now
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Gun Hog » #356259

Clown Shield 2.0!

The inflatable balloon shield, made entirely of balloons! This squeaky, bouncy "shield" will protect the clown from weapons with force 5 and lower! If the weapon is sharp (regardless of force), OR if the weapon is force 6 or greater, it will POP the shield, destroying it forever! :( When popped, the shield will fly out of the clown's hand, landing harmlessly nearby.

The shield can be inflated and deflated like an energy shield. To do this, the clown must puff air into it for 2 seconds, while having air in his lungs and not breathing from internals; It makes the appropriate animation when filling!
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Re: ITT: We make shitty suggestions and come up with poor id

Post by megatiger78 » #356487

huehuehue wrote:
SpaceInaba wrote:give the Hos a full solid snake cosplay complete with a bandana that gives you cqc while its on
make it play the alert sound if you're spotted and make a ! appear over your head for a couple seconds
Isn't this possible because of the cardboard box animations?
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Zarniwoop » #356884

Remove headrevs and base the gamemode around command staff now having flavor text obligating them to increase productivity, station morale, etc, through brute force if necessary. Command is fully valid but the crew isn't informed and just has to suss it out themselves. Could be a shit idea in a lot of ways. Maybe prohibit the command staff from just murderboning everyone unless the crew declares open rebellion. Head revolutionaries self-select and pray with their followers for open rebellion, the gods send a special shuttle from sympathetic galactic revolutionaries containing a bunch of weapons and armor and whatnot for aspiring revolutionaries on station. I'm sure are better ways to streamline this but those are the broad strokes.
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Screemonster » #357395

add mousepeople, basically manlets with mouse ears

if a catperson is in the blast radius of a bomb that has been touched by a mouseperson, instead of getting gibbed they get blasted with hilarious comedy blackface as a trombone plays a sad refrain of camptown races
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Anonmare » #357669

Spraying a spraycan or throwing a creampie at a cyborg can temporarily blind it until the thing covering their cameras drips off, wipe themselves down with a soap or a mop or stand under a shower.

Make it so you can loosen the bolts on a sink's taps to make them constantly flood water and spread water around until they're turned off or fixed.
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Dr_bee » #357706

Anonmare wrote:Spraying a spraycan or throwing a creampie at a cyborg can temporarily blind it until the thing covering their cameras drips off, wipe themselves down with a soap or a mop or stand under a shower.

Make it so you can loosen the bolts on a sink's taps to make them constantly flood water and spread water around until they're turned off or fixed.
Actually good ideas.
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Hatterhat » #359024

mech swords
Hi, I'm Harold Robinson. I shitpost verbally and textually. God has forsaken me.
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Gun Hog » #359366

Hatterhat wrote:mech swords
I raise your sword and counter with CHAINSAWS.
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Re: ITT: We make shitty suggestions and come up with poor id

Post by huehuehue » #359372

Gun Hog wrote:
Hatterhat wrote:mech swords
I raise your sword and counter with CHAINSAWS.
bitch please
high frequency katanas
feem wrote:wtf i like fwooshposts now
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Cuboos » #359454

We should have a tard room near medical. Like if you get brain damage from a disease or bad cloning and can't get any mannitol for it immediately, you get put into the tard room. It should have padded walls and preschool toys to play with while you wait for your treatment. Like a see-n-say and those stacking ring things and one of those boxes with shaped holes in the top where you have to put the right object through and maybe a speak-n-spell and you can gibber to your heart's content until treatment is available or it's inevitably bombed. Maybe you can even emag a nearby console and release toxic gas to cleanse the gene-pool.
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Re: ITT: We make shitty suggestions and come up with poor id

Post by DemonFiren » #359482

>yet more uses for the emag
i know this is shitty suggestions but no
just map it in with pre-laid pipes

and make playing with the toys very slowly reduce brain damage
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Qbopper » #359546

add a giant red button

if you click on it once it says "if you click this button again you will be banned" and it saves the fact that you've clicked the button to your ckey

if you ever click the button again you're permabanned and can never be unbanned
Limey wrote:its too late.
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Screemonster » #359552

Qbopper wrote:add a giant red button

if you click on it once it says "if you click this button again you will be banned" and it saves the fact that you've clicked the button to your ckey

if you ever click the button again you're permabanned and can never be unbanned
which codebase is it that has the "self destruct button" that gibs you if you press it
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Screemonster » #359751

new mutant botany plant, the bunana

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grows into a simplemob like killer tomatoes
slips anyone that walks over them like banana
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Cuboos » #360344

Someone should make a Bone Hurting Reagent that doesn't do anything except make you say "oof", "ooch" "ouch" "owwie" at random intervals, higher doses decreases the time between intervals. Overdose causes mild brute damage. Possible addiction mechanic, "YOUR BONES FEEL TOO GOOD, YOU COULD REALLY USE SOME BONE HURTING JUICE".
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Screemonster » #360371

as long as it causes extreme damage to plasmemes
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Davidchan » #360771

An assistant only tator gas mask that secrets a lame thrower to allow them to go around spitting fire even when cuffed.
Law 0: Secborg din do nuffin.
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Anonmare » #360776

Assistant job-traitor item: Flash mob creator

On use, creates identical copies of the user in every valid, non-dense or occupied tile around them and randomly swaps the original for any of the copied mobs. Flash mobs are hostile to everyone and will attack anyone that isn't themselves or their progenitor with their bare hands. On death, copies QDEL, leaving nothing behind.

Long cooldown, roughly 3-5 minutes.
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Davidchan » #360944

The ability to hollow out watermelon, pumpkins and other large fruit items to store tiny sized items in them. Slap an IED inside one and throw it at the captain for a fruity bomb.
Law 0: Secborg din do nuffin.
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Qbopper » #360952

Davidchan wrote:The ability to hollow out watermelon, pumpkins and other large fruit items to store tiny sized items in them. Slap an IED inside one and throw it at the captain for a fruity bomb.
>i can be the green goblin
>"shitty ideas"

pick one
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Davidchan » #360954

Qbopper wrote:
Davidchan wrote:snip
>i can be the green goblin
>"shitty ideas"
pick one
No gliders in game.
Law 0: Secborg din do nuffin.
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Re: ITT: We make shitty suggestions and come up with poor id

Post by huehuehue » #360960

Davidchan wrote:
Qbopper wrote:
Davidchan wrote:snip
>i can be the green goblin
>"shitty ideas"
pick one
No gliders in game.
that can be easily rectified with coders
besides ion thruster boots provide a nice alternative
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Re: ITT: We make shitty suggestions and come up with poor id

Post by huehuehue » #360961

add in hl2 rollermine knockoffs called shockballs
have the people they kill move around a bit after death
have it deal a ton of shock damage



make it a traitor item
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Davidchan
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Davidchan » #361414

Bleb in a can - Syndi grenade that when thrown generates a single bleb core, AI controlled, that will slowly attempt to grow. Will make a resource node after it gets about 15~ bleb tiles and a factory at 35 blebs. Will never grow above 60 bleb or make another core node to expand. Will randomly reroll chemicals once it maxes.

Cork Pill - Syndi Chef item. Inserted into food or force fed to people. Once eaten (5u~ of cork reagent) the victim feels something 'foamy in their mouth' and 10 seconds later will develop a blockage of hardened foam in their throat that stops them from breathing and talking, as well as eating or drinking anything else. Can only be removed via hymlic (CPR/Punching them in the torso repeatedly) with a 5% chance to dislodge and dealing brute damage on failed attempts. Can also be removed via head/mouth surgery to manually cut the blockage out.

The ability to pour reagents/drop pills into Jani-bots to make them spread reagents about without emagging them.

Ghost bustas event. Randomly anomaly event that creates a cult-like crystal at a random point on the station, allowing ghosts to manifest as shades of their former selves in a small area around the crystal, letting the smash shit and kill anyone that gets in range. As time goes on, crystal corrupts more of the station and expands it's radius that ghosties can roam. Dead bodies dragged to crystal animate as zombies, and ghosts 'killed' while defending the crystal reform after 30 seconds. After this event is triggered Science can build proton packs and ghost traps that prevent ghosts from reforming, and cargo can order said proton packs and traps for a price. Crossing the streams has a low chance of generating a singularity, but always causes a 2,4,8 explosion where they were crossed and deals massive burn damage to both streamers.
Law 0: Secborg din do nuffin.
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Ezel » #361448

Butter statues
The future is horrible!
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Gamarr
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Re: ITT: We make shitty suggestions and come up with poor id

Post by Gamarr » #361539

Flymen get an ability to infest damaged-enough corpses, which will putrefy after a period of time passes, and produce a clean-slate new flyman when complete.
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Anonmare
Joined: Sun Mar 15, 2015 8:59 pm
Byond Username: Anonmare

Re: ITT: We make shitty suggestions and come up with poor id

Post by Anonmare » #361619

Reagent golems
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