Moderators: MisterPerson, Code Maintainers
Chesh wrote:Gibbermelons - Heavily mutated watermelon which functions as a one time use gibber. Picture Little Shop of Horrors.
PKPenguin321 wrote:Chesh wrote:Gibbermelons - Heavily mutated watermelon which functions as a one time use gibber. Picture Little Shop of Horrors.
hahaha why the fuck would you want that
>walk down hall
>botanist pulls 30 deathnettles out of his bag and hits you into crit in two hits
>he pulls out one of his 100 portable gibbing watermelons
>instantly dead
TrustyGun wrote:Turn pest-extermination into a tower defense game. I'm serious.
...
Spread the janitor's supplies over the three closets so he actually has a reason to defend them.
Thundercoot wrote:There isn't any way to replenish the station's supply of black pepper. Adding a black pepper plant to the game would solve this, as would adding pepper mills to food supply crates.
Chesh wrote:I was thinking more along the lines of once its fully grown, that its a stationary object similar to the pods. And once used, it dies. I guess you'd be able to trolly it around while its still in the tray but you'd have to take responsibility for whatever happens near it, just like the chef.
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
Miauw wrote:>janitor
>boring
its as if you've never slipped half of security when they're chasing somebody down the halls.
i fucking love playing janitor tbh
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
Takeguru wrote:Man, playing janitor lately kind of saddens me
if you use the mop people get super pissy despite it being their own damn fault for slipping.
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
Chesh wrote:
Botany:
Just give botany some form of mutagen right off the bat, whether its from a dispenser or a few bottles. Botanists almost universally always get mutagen from Chemistry, and sometime's they're just too busy to handle the bullshit plant experiments. And when they are not, they dont usually have an issue giving some. Just cut the middle man and have a limited supply available. If it's in a dispenser, just have it lockable via ID.
Bartender:
The bartender needs more native drinks to make that give some fun effects. I dont know about the rest of the faithful bartenders amongst us, but I'm asked to make the Pan Galactic maybe 80% of the time. It's the best drink. Gets you high as shit and you dont need to bother other departments for materials. it doesn't need to be game breaking, just something that brings some temporary fun to your drinking experience.
Janitor:
Probably the most boring, unrewarding job of the service crew. Why not make him the stations best exterminator? Mice? Thats chump change. How about a cockroach swarm mob that can crawl through vents and can do very light damage to others? And Im talking REAL light. Maybe 1 damage brute and can make food somewhat poisonous if they contact it. It doesn't need to be cockroaches, just something a bit more interesting then mice. Maybe space raccoons or whatever. Also make the janitor go-go racing kart operable without having the key in hand specifically. One slip or disarm and there goes your sweet ride. More than likely to that fuckhead clown.
*Bonus* - Maybe add a kill count reward system similar to mining. Bring roach husks to a redemption in the closet for stupid cosmetic stuff or additional, stronger, pest control options.
Chef:
Out of all the service jobs, the chef is the most susceptible to robbery/assault whether it's for knives, cleavers or the key to the gibber. I suggest we put a form of glass window and table setup similar to reception at any other department. Cause more often then not, I'll have people climbing into the shop within minutes of round start just to do just that. The shutters work but its horribly inhospitable to hungry patrons and I dont exactly like crushing others to prevent grand theft cutlery. A dual sliding window similar to botany would be perfect.
PKPenguin321 wrote:i just want to be able to, as the bartender, get really drunk (to the point of randomly stumbling) and while i'm drunk i do more damage with punches and have slight damage resistance
Davidchan wrote:What about beeeeeeeeeeeeeeeeees?!
Lumbermancer wrote:What if thirst was added, next to hunger, that you can quench only by drinking alcohol.
Chesh wrote:Extremely rare mutations:
Mutated Pod plant - Can spawn a sentient random mob (Xeno, carp, space bear, etc) instead of a normal human.
Gibbermelons - Heavily mutated watermelon which functions as a one time use gibber. Picture Little Shop of Horrors.
Normal Rarity:
Shineshroom - Glow shroom mutation. Pulses deadly amounts of radiation and provides ample light for a large area.
Toughshroom - Mutated version of the walking mushroom but more robust. Still passive unless provoked.
Steelwheat - Tastes like flouride. Can be ground/fabricated into sheets.
And of course you can do other generic mutations for various amounts of nutriment/color/size and other boring shit.
TheWiznard wrote:jmad you read a book out loud to no one for two hours
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