Chemical payload bombs beg to differ. Nitro payload is roughly twice the size of a maxcap currently (and yes it bypasses the explosion limit - that limit only applies to TTVs)
Oh… chemical payload bombs were redone? They were almost nonfunctional when I left last year. (only accepting a single beaker)
I will do a test tomorrow of the effectiveness of a nitroglycerin plant with the traits reduced to 50%.
It might still be effective enough due to how the treshold values for explosives work.
How many beakers they accept depends on how they are made. They weren’t reworked.
A full payload is a 2100u reaction, and at its most powerful this is either an 1800u EMP (hits the entire Z-level if detonated anywhere near the center) or 2100u Nitro explosion.
that’s bigger than a maxcap allright, but not twice as big?
anyhow pretty offtopic, but do not alter nitro explosive power check. 
Get strange seeds through cargo, but in exchange you have to deliver more plant bounties/specialized plants
Deliver X plants with Y reagents in them
Deliver this specific plant
and for plant bags just make whoever unable to view the contents of the bag. Like VG’s pill stacker or whatever. Can move the plants around, but you also cant pull out 100 gatfruit out of your ass.
BIO-GENERATOR? HELLO?
If you want an early game botany nerf, remove their chem dispenser and add 10 bottles of unstable mutagen to their vending machine. Of course they can still steal one or build one from the board available in tech storage, but it’s a fair early game nerf. Thanks to that botanical dispenser, 100 potency is available round start.
Furthermore, omega weed sometimes spawns in smugglers satchels, you can freely take that out of the mutatable pool to be honest, it’s insanely over powered, if you add densified chemicals and potency 100 to it, one bite kills you after some time.
To add more, botany’s super powerful because of just how easy it is to get potency 100 yield 10, perhaps saltpetre should get max 50 potency, the rest comes from mutations through 1/2u of unstable mutagen or stat changes on harvest?
No, shit idea.
- Cargo is almost never operational
- the number of strange seeds required to get what you want can reach astronomical amounts very easily
- There is no guarantee that they’ll even give a shit about your request, like 99% of the time.
plant bags have more uses than storing 100 of the same plant
Grind it to extract it? What the fuck? Lower potency?
There are a lot of people who shouldn’t have a say in this thread because of their lack of experience.
“Hey AI can you open this door”
“Sure”
Did I ever mention how many strange seeds would be in a supply shipment? Could just link it to the complexity of the delivery.
Rule M3 honk
Such as?
Hot take: What if strange seeds weren’t even required at all and were just for rolling the dice completely at random for fun? Instead, most of the desired stuff from them (that isn’t removed) were just available from mutated plants?
RNG balance is dumb. RNG because you like gambling is not.
Strange seeds produce a totally random plant with random stats, traits and a few random reagents, but nothing exclusively locked behind them?
Make the ??? trait the new strange seeds, but you don’t know what you get until you harvest it.
Nobody actually bothers with this unless for putting it in a vape, just gnawing on the plant is the norm.
Using money without permission from any cargo tech will get you in trouble minimum, funny that you quote the rules shortly after.
You mentioned no specifics, and you still didn’t. What’s the point?
They can store seeds too you know, when working on fun things instead of exclusively “epic death plant”, it becomes useful, especially if the chef actually has requests that include various plants.
Uh oh, it’s happening again ![]()
There’s an insanely large number of chems from strange seeds, including god’s blood and ALL of the drinks the bartender can produce; it’s gonna be a bit impossible to move most of the stuff there. You’ll be removing mechanics, not reducing power, thus limiting le funny stuff; having fun with these chemicals is what botany is pretty much all about.
Stop biting things that OD you? Use the grinder? Lower its potency?
The issue isn’t that I do it, because I know what I put in there, the issue is that planting a seed in a tray will often lead to that plant ending up anywhere or in anyone. People who see a plant called “Super Healing Weed” should not expect to hit an Omnizine OD on the first bite.
Of course my plants don’t do this in the first place because I put several hundred units of random healing or beneficial reagents in my omega weed, but other botanists often use only 35% omnizine with maybe one or two more reagent traits.
And your argument for removing omegaweed because it has dangerous stock traits is quite preposterous when all it contains is a cocktail of otherwise easily attainable drugs, and most people know by know that you shouldn’t mix your krokodil with bath salts. And it doesn’t actually kill you that well unless you eat the whole frickin thing.
If someone breaks into botany and chomps it, it’s on them.
I’ve stopped taking you seriously now, omega weed has the LARGEST number of chemicals in it, you can make em from a dispenser… yes? And? Remove all of botany and put in a dispenser?
You still need to hack said dispenser, and then mutate the seed into a 25% chance.
Yes, it has the largest NUMBER of chemicals inside it, but it is a far far stretch from the instakill murdertools that you can create with other traits that are actually what is referred to as the “ranged AoE instant death” plants. Omega weed traits are just not part of that issue whatsoever…
Ever threw a gaseous decomposition plant?
It is one plant that gives access to about 10 different (powerful) chemicals.
It’s just one thing that can be used to tone down botany.
The gas shit is due to how demented the code for reagent smoke is actually written, that issue affects other things too and is not unique to botany.
Smoke code needs to be seriously reworked.
We’re talking about how powerful weaponized botany is…
Yes, but using gauseous composition as an example is, while correct, not actually an issue with botany, the real issue is that the shitty smoke code multiplies the reagents several times over.
Trust me, put the chems of omega weed into a gaseous decomposition, run around halls throwing them, watch as the waves of people spazzing everywhere randomly begin dropping dead, absolute lmao.
gaseous decomposition + bluespace tomatoes + lube is my favorite tho tbh
Yeah I completely agree with that. But fixing the smoke code to actually not behave completely erratically will reduce the effect of that to only a small fraction of the current power.