i mean to be fair it is literally omega weed
Shitcode would imply that it’s somehow faulty or badly coded. Chemistry reagents themselves are so badly balanced that even having 420 reagent cap is meaningless, you can only instakill someone so hard. 50 reagents is more than enough for that.
Pls no fix maH 420
202
Ho ho? Is there a list for which plants can hold what capacity?
This is a seriously bad idea, it will lead to botanists repeatedly stealing a chem dispenser from chemistry, or the board from storage, just like it was before. There was an actual reason the dispenser was added in the first place you know.
Also ruko, have you considered just halving actual chem traits? That way plants can contain a good amount of reagents while also encouraging more creative mixes as well as more complex, effectively making the botany department more varied while simultaneously making super weapons much harder to produce.
Completely agree, the dispenser is an absolute must to avoid tiding, because lord knows the chemist does not want to waste time and power giving us 400 u of mutagen every few minutes.
I’d rather have IC conflict and require people to do their jobs than just give something to a department.
The Botany dispenser is actually far better than a chem dispenser, since it mixes it’s own chemicals directly.
I mean, you can pretty easily add those chemicals into a normal dispenser, and a normal dispenser can also make all the other chemicals. I don’t see how that makes the botany dispenser better other then saving the little bit of time to add in the 3 formulas the botany one has. Like the time saved can’t be more then like, a minute spent adding in salt petre and mutagen as recipes.
A) They have it at the start of the round
B) It produces the final chemicals with no effort required, not even macros.
C) Because it produces those final chemicals, it consumes much less energy than an actual chem dispenser would making those chemicals
I mean chemist start with their dispenser as well, that isn’t really better. I don’t consider making a macro significant. Saving energy, I’ll give you that one, though I’d take the normal chem dispenser any day for variety. We just have different opinions and that’s fine. I just don’t think losing the ability to make any chem is worth a little efficiency and saving time on two macros.
The Botany dispenser is pretty much bluespace miners for Botany.
It removes interaction with other players and departments, and gives you whatever resources you need inside of your own bubble.
Why should you need to depend on anyone else doing their job or being available in the round to achieve the endgame of your department.
It has always been possible to do botany without chemistry, you just can’t do it as fast. Your roundstart supplies of chemicals in the botany vendor are limited and not extremely effective. However, now Botany has a machine that provides infinite chemicals that are highly effective.
Well, it doesn’t give you everything right off, some of the chemicals for say, yield, you need upgrades, and you can run out of battery on the dispenser pretty quick.
Are there chemicals in the starting vendor that can mutate a plant into a new species? It’s crazy how much mutagen you can go through and how fast when rng is bad. I think that was always the source of the chemist botanist problem: Sometimes a botanist rushing making their own mutagen still got unlucky, and had to keep running back to chem. And if that chemist refuses to help you, you were dead in the water.
Botany can eat through mutagen at a crazy rate, even early on to make gaia and a plant that makes mutagen for you.
I will also say: Most jobs don’t require other departments to reach their endgame. I think cooperation is good, but the average department doesn’t do that much of it. I will say say increasing the cooperation is a good idea, just few departments really need it as is.
I will say with botany and chemistry, it isn’t cooperation because it isn’t two way. You need large amounts of the chemist resources, and he gets nothing. And the only other alternative is stealing a board. I think there’s an answer between the two.
If we remove the dispenser, but make the blumpkin a round start seed, then botany would still be capable of function without a chemist but able to operate far faster with one. (Since the blumpkin is the barrier to making your own unstable mutagen filled plant).
Probably a better idea to figure out why Botany needs to spam mutagen to make any progress instead of giving them infinite mutagen.
Completely agree. The chance of different results from mutagen might need adjustment.
Not to change the subject, but we could move some problematic chems or traits onto the lavaland flora, if we really want as many cooperation rewards as possible.
Ok, so after some playing with this thread in mind I will say that I believe the main problem lies in the food system. If food is reworked so it becomes more necessary in the stations shift life, then I think the problem of restless botanists could be largely solved. My reasoning is that, when botanists are actually needed and busy, they have fun. If people are coming by asking for things, then the botanist will try to accomplish the tasks at hand.
Secondly, layers should not be able to avoid eating the whole round. There should be noticeable debuffs from starving yourself and noticeable benefits to eating a full meal. Overeating shouldn’t be as easy as it is now and plants, in my opinion, should require effort to make them enough to make you obese. This will bring roleplay, fix the food mechanic to make it actually useful, as well as give both the Chef and botanist an important role to do during a round.
When players get into the habit of eating for benefit, there will be less botanists restless to do harm as well as make it harder for bad botanists to get away with it.
As for the advanced botanists- They’re the ones that should be able to utilize their knowledge to create wacky things.
I’ve also noticed a problem with the station communicating to botany what current threats are out and about. Without communication, there’s no way for botanists to prepare a countermeasure(Though they have quite an arsenal when they’re notified.)
I think the oversight from HOP is wayyyy too low when it regards botany and the chef role. HOP should be given the job of communicating station issues to botany as well as giving direction. Either that, or give the botany lab to a head that will do those things.
This is the philosophy I have been pushing in general for a while. It’s why I think all departments should be dependent on other departments to some degree. This is also why removing botany’s chem dispenser will have a net positive - someone else is relying on the chemist giving them a more solid role, and botany progression slows down a bit without that interaction being fulfilled
And before someone screeches at me about how those chems are required, no they aren’t. They speed things up, but are not required.
Also this.
Shut up meme that is out of touch with community
Shut up player who forces their opinion onto the entire community in order to shame people for disagreeing, because you don’t and can’t bring any counter arguments.
I will say, however, I truly enjoy not having to break into tech storage round start to get a chem dispenser board anymore. The main problem with chem dependence is how much botanists need. Though yes, the chems aren’t required- It’s just botany has both chem dependence, and a timed minigame to worry about with their plants. If it takes the chemist too much time to fill the order, plants die.
Though if we are to go back to needing to steal a chem dispenser or make one, it would be nice if chems weren’t as RNG heavy as they currently are. Notably mutagen.
I’ll still maintain that the food system needs a total rework. It’s unnecessary to shift life, but in real life I’m toasted if I don’t eat a few times a day.
I don’t want botany to just receive nerfs; Losing the chem dispenser will add busy work to the job, but that’s fine. Food, however, is a useless mechanic that needs to be reworked. I want there to be more mechanical importance to the chef’s dining hall and botany’s importance to the ship. Rather than botany just having to run around asking all the departments for things again.