Replies: 3 comments 5 replies
-
Anything that makes the biogen useful instead of a rarely used niche tool is good. Some assorted ideas:
The faux-protolathe idea would encourage more botany requests like a medic asking for extra bruisekits since they ran out and science is unstaffed, just pop silicate citrus and rocknuts on the machine for glass+iron and make your bruisekit, or a borg asking for a supercell to replace their AA cells. |
Beta Was this translation helpful? Give feedback.
-
Considering that reply threads get buried, here's the current stage of the idea: Compare the current protolathe material system:
To something like this:
With basic stuff like meat/cheese/soap/plantchems only requiring the most basic of materials, and more advanced stuff like clown stuff, new toys, and cube production requiring more advanced ingredients. |
Beta Was this translation helpful? Give feedback.
-
I do wish the biogenerator would give botanists a more sane way to handle chemical production. It could let you store up and use reagents made by basic processing (i.e. juices, provided by the plant's morphology) and more elaborate chemicals from the plant (provided by the plant's phytochemistry). Like it would be cool to just dispense DD if you actually went to the effort of growing all the plants required, including an exotic that has inaprovaline. If you plan on adding additional characteristic components like fiber, it would have to be additional information tied to some element of the plant, probably morphology. Many other things mentioned here, like bananas, have unique-ish chemicals that come from the right plant |
Beta Was this translation helpful? Give feedback.
-
Biogenerator Changes
Imagine a world where the biogenerator gave you stuff from material besides nutriment, and the stuff is potentially more powerful or at least new. This is that world. Please discuss the pros and cons of the following proposals:
Rework the biogenerator and grown plants so that different plants provide different materials, and different materials are required to produce items. Motivation is to both encourage botanists to grow a variety of plants opposed to just heavy watermelons, and to provide a new source of higher end goods for the station (vs Cargo, Traders, Science, Chemistry, and Space exploration). Being a new change, it can attract players to try out botany. Should this revamp be done at all?
Types of materials. Examples: Wood, fiber, juice, bananas. We want to encourage a variety of plants that can be used elsewhere. Tower caps, wheat, tomatoes, bananas, that sort. What materials/general plant types should be focused on here? (I'm not giving up the banana unique material. Motivation for clown items and clown fun.) Additionally, some things can be gated behind alien (xenoarch/trader/cargo) plants, requiring interaction outside the department.
Types of produced goods. Biogenerators should be a source of unique things for the station that won't necessarily break the game, but be interesting. The current list can be ported, but what else would be good in this design space?
Beta Was this translation helpful? Give feedback.
All reactions