A unique botany chem dispenser

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cybersaber101
 
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A unique botany chem dispenser

Postby cybersaber101 » Mon Nov 18, 2019 7:21 pm #524601

Alright so here's the idea: A specialized dispenser for botany that fits into the role a bit better then stealing from chemistry or running to tech storage for a chem dispenser board.

1.Produces only chems useful to botany Robust Harvest, Saltpetre, Unstable Mutagen and etc.

2.plant matter powers it similar to the Biogenerator but instead is used to increase the rate it recharges it's power per tic

3.The dispensers energy is capped at 1000 and upgrades won't change that.upgrades however increase the max recharge rate instead.

This is a pretty messy way to explain an idea but I think it has some potential, maybe certain chemicals besides nutriments could effect the recharge speed like teslium or Liquid Electricity.



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Re: A unique botany chem dispenser

Postby Sandshark808 » Mon Nov 18, 2019 7:58 pm #524604

This already exists. There's one on the plant people ship.
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Re: A unique botany chem dispenser

Postby cybersaber101 » Mon Nov 18, 2019 8:36 pm #524606

Sandshark808 wrote:This already exists. There's one on the plant people ship.


I think it'd be better for botany to have a chem dispenser that is more about raising plants for power instead of using inducers and replacing/recharging batteries. but they could just add a plain dispenser with botany chems if they really wanted to.

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Re: A unique botany chem dispenser

Postby cacogen » Mon Nov 18, 2019 8:40 pm #524608

I tried adding these chems to the biogenerator like they did on Hippie (made them harder to get though) and oranges just killed the PR so giving them a nerfed chem dispenser that runs on plant matter might have the same result.

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Re: A unique botany chem dispenser

Postby Cobby » Mon Nov 18, 2019 9:28 pm #524615

there's no downside to use most of the stat-boosting chems.

mutagen is really the only good chem ironically since it's also the shittiest.
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Re: A unique botany chem dispenser

Postby cacogen » Mon Nov 18, 2019 9:51 pm #524626

Why do they need a downside? It already takes long enough to get the plants you want. The balance in the case of my PR came from the amount of biomass you needed to buy them.

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Re: A unique botany chem dispenser

Postby cybersaber101 » Mon Nov 18, 2019 10:28 pm #524630

Cobby wrote:there's no downside to use most of the stat-boosting chems.


That is true and perhaps could be worked on by a man smarter then me, I could try and brainstorm for a bit though.

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Re: A unique botany chem dispenser

Postby Dr_bee » Tue Nov 19, 2019 12:26 am #524653

Cobby wrote:there's no downside to use most of the stat-boosting chems.

mutagen is really the only good chem ironically since it's also the shittiest.


If I remember correctly Saltpetre increases potency but also increases production time.

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Re: A unique botany chem dispenser

Postby Shadowflame909 » Tue Nov 19, 2019 12:27 am #524654

cacogen wrote:I tried adding these chems to the biogenerator like they did on Hippie (made them harder to get though) and oranges just killed the PR so giving them a nerfed chem dispenser that runs on plant matter might have the same result.


Thats called the biogenerator

wasn't there a PR to add said things to it

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Re: A unique botany chem dispenser

Postby Sandshark808 » Tue Nov 19, 2019 2:15 am #524662

Shadowflame909 wrote:
cacogen wrote:I tried adding these chems to the biogenerator like they did on Hippie (made them harder to get though) and oranges just killed the PR so giving them a nerfed chem dispenser that runs on plant matter might have the same result.


Thats called the biogenerator

wasn't there a PR to add said things to it

Re-read the post. He made the PR, and it was killed.
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Re: A unique botany chem dispenser

Postby Cobby » Tue Nov 19, 2019 4:06 am #524671

Dr_bee wrote:
Cobby wrote:there's no downside to use most of the stat-boosting chems.

mutagen is really the only good chem ironically since it's also the shittiest.


If I remember correctly Saltpetre increases potency but also increases production time.


the opposite, it speeds up plants and increases potency.

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PostThis post was deleted by Kryson on Tue Nov 19, 2019 4:45 am.
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Re: A unique botany chem dispenser

Postby cybersaber101 » Tue Nov 19, 2019 5:24 am #524677

Perhaps the new dispenser could replace the bioregen and the production of leather and monkey cubes could be replaced with a plant. I just consider it a pain for players to run around for boards or between chem and botany every round since growing your own mutagen without chems is a lot of waiting and luck

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Re: A unique botany chem dispenser

Postby Kryson » Tue Nov 19, 2019 7:39 am #524692

cybersaber101 wrote:Perhaps the new dispenser could replace the bioregen and the production of leather and monkey cubes could be replaced with a plant. I just consider it a pain for players to run around for boards or between chem and botany every round since growing your own mutagen without chems is a lot of waiting and luck


It is not hard to make your own mutagen with only one batch of mutagen from chem or just left-4-zed.

The trend to powercreep departments by making them totally independent and self sufficient is really worrying.

Botany doesn't need their own dispenser so they can start powergaming at round start, this department can not only mass manufacture one hit win weapons or the best healing reagents in the game, they can even raise people from the dead.

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Re: A unique botany chem dispenser

Postby cybersaber101 » Tue Nov 19, 2019 8:05 am #524693

Kryson wrote:
cybersaber101 wrote:Perhaps the new dispenser could replace the bioregen and the production of leather and monkey cubes could be replaced with a plant. I just consider it a pain for players to run around for boards or between chem and botany every round since growing your own mutagen without chems is a lot of waiting and luck


It is not hard to make your own mutagen with only one batch of mutagen from chem or just left-4-zed.

The trend to powercreep departments by making them totally independent and self sufficient is really worrying.

Botany doesn't need their own dispenser so they can start powergaming at round start, this department can not only mass manufacture one hit win weapons or the best healing reagents in the game, they can even raise people from the dead.


That's true. any ideas for potential quality of life? maybe less rng.

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Re: A unique botany chem dispenser

Postby Sandshark808 » Tue Nov 19, 2019 9:16 am #524695

Kryson wrote:
cybersaber101 wrote:Perhaps the new dispenser could replace the bioregen and the production of leather and monkey cubes could be replaced with a plant. I just consider it a pain for players to run around for boards or between chem and botany every round since growing your own mutagen without chems is a lot of waiting and luck


It is not hard to make your own mutagen with only one batch of mutagen from chem or just left-4-zed.

The trend to powercreep departments by making them totally independent and self sufficient is really worrying.

Botany doesn't need their own dispenser so they can start powergaming at round start, this department can not only mass manufacture one hit win weapons or the best healing reagents in the game, they can even raise people from the dead.

That's kind of a dumb statement to make about the department's power level. All of the broken botany combos are totally random whether you get them or not. There's a chance you don't get anything from any Strange Seeds you buy, and getting Zombie Powder is extremely rare, so just letting botany get started on advanced plants easier isn't going to make them blow the entire station up. We're talking about a department whose most potent non-RNG weapon is the ability to slap someone with an acid injection that took 20 minutes to grow to usable size. Chemists can kill you roundstart with a 200u meth grenade.

If you want chemistry to supply everyone with what they need, make the chem factory a large workstation like Atmos and have pre-set pipes to different departments for chemical delivery.
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Re: A unique botany chem dispenser

Postby cybersaber101 » Wed Nov 20, 2019 7:58 am #524811

Sandshark808 wrote:If you want chemistry to supply everyone with what they need, make the chem factory a large workstation like Atmos and have pre-set pipes to different departments for chemical delivery.


That could be a good change, the main purpose of this idea is to get rid of the awkward botany round start(hacking vendor/grabbing a chem board) another thread mentioned making left4zed essentially unstable mutagen instead of slow rng.

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Re: A unique botany chem dispenser

Postby Kryson » Wed Nov 20, 2019 10:32 am #524827

cybersaber101 wrote:That could be a good change, the main purpose of this idea is to get rid of the awkward botany round start(hacking vendor/grabbing a chem board) another thread mentioned making left4zed essentially unstable mutagen instead of slow rng.


left-4-zed is fine for what it is, you can counteract the RNG by planting several plants and treating them with left4zed.

Mutagen can be made in botany, and should be regarded as a luxury chemical since botany have alternatives in uranium, radium and left4zed.

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Re: A unique botany chem dispenser

Postby cacogen » Wed Nov 20, 2019 10:49 am #524830

Kryson wrote:Mutagen can be made in botany, and should be regarded as a luxury chemical since botany have alternatives in uranium, radium and left4zed.

That's really dumb. Even with unlimited mutagen, it can still take the best part of half an hour to get the plants you want. And rounds are 40 minutes if you're lucky.

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Re: A unique botany chem dispenser

Postby Tlaltecuhtli » Wed Nov 20, 2019 11:22 am #524837

radium works the same as mutagen but it needs 10 u instead of 5u to mutate plants and its behind just hacking the vendor in 4 seeds, mutagen can be made after you mutate a single pumpkin and stick chlorine into glowshrooms, salt petre isnt even that important you can easly get high pot / high yeld by spamming 2u mutagen on plant, who cares if its 90 pot 8 yeld when you can plant 5 of them.
the system isnt really that great but it doesnt need to be more casual because 50 iq bimbos play the game

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Re: A unique botany chem dispenser

Postby oranges » Wed Nov 20, 2019 8:31 pm #524894

Kryson wrote:
cybersaber101 wrote:That could be a good change, the main purpose of this idea is to get rid of the awkward botany round start(hacking vendor/grabbing a chem board) another thread mentioned making left4zed essentially unstable mutagen instead of slow rng.


left-4-zed is fine for what it is, you can counteract the RNG by planting several plants and treating them with left4zed.

Mutagen can be made in botany, and should be regarded as a luxury chemical since botany have alternatives in uranium, radium and left4zed.
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Re: A unique botany chem dispenser

Postby nianjiilical » Wed Nov 20, 2019 10:09 pm #524903

im kind of surprised rnd can't just research the machine boards for the podpeople dispenser

by that late in the shift botany's already got the basics if they're any good

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Re: A unique botany chem dispenser

Postby Sandshark808 » Wed Nov 20, 2019 10:44 pm #524912

cacogen wrote:
Kryson wrote:Mutagen can be made in botany, and should be regarded as a luxury chemical since botany have alternatives in uranium, radium and left4zed.

That's really dumb. Even with unlimited mutagen, it can still take the best part of half an hour to get the plants you want. And rounds are 40 minutes if you're lucky.

This. The person overseeing botany balance doesn't really understand how botany plays.
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Re: A unique botany chem dispenser

Postby Kryson » Thu Nov 21, 2019 1:54 am #524944

cacogen wrote:
Kryson wrote:Mutagen can be made in botany, and should be regarded as a luxury chemical since botany have alternatives in uranium, radium and left4zed.

That's really dumb. Even with unlimited mutagen, it can still take the best part of half an hour to get the plants you want. And rounds are 40 minutes if you're lucky.


40min round time is too low and the maintainers aim to increase round time.

If rounds are consistently only 30-40m i think it is better to accept that you only have time to grow 1-2 really powerful plants instead of doing standard botany powergaming rush every round.

Speeding everything up by just giving the botanist all the powerful plant chems at round start will just shorten rounds and make the gameplay more hectic and less enjoyable.

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Re: A unique botany chem dispenser

Postby Cobby » Fri Nov 22, 2019 9:57 pm #525182

I don't even like chem's chem dispenser.
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Re: A unique botany chem dispenser

Postby cybersaber101 » Sat Nov 23, 2019 6:09 am #525250

Cobby wrote:I don't even like chem's chem dispenser.


Having botany focusing on dna manipulation would be cooler than pouring chemicals into a tray.

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Re: A unique botany chem dispenser

Postby Cobby » Sat Nov 23, 2019 6:18 am #525252

DNA manipulation is largely just pouring chemicals out of a plant though, but yes I agree with that.
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