chaotic_idealism Posted December 23, 2023 Posted December 23, 2023 (edited) Xenobotany is fun. Ordering strange plant seeds from Ops and growing them is a lot of fun, especially if you get some cool reagent that the rest of the station can use. Strange plants are even found on exoplanets now, for the expeditions to bring back. However, the reagents in those plants are rather limited. Spoiler Currently, available reagents (besides nutriment) in strange-plant seeds are: Acetone, alkysine, bicaridine, butazoline, blood, cryoxadone, cryptobiolin, cyanide, dermaline, dexalin, ethylredoxrazine, hydrazine, hyperzine, hyronalin, impedrezene, mercury, mindbreaker toxin, inaprovaline, peridaxon, phoron, plasticide, potassium, radium, rezadone, ryetalyn, slime jelly, space drugs, soporific, sugar, synaptizine, thermite, toxin, mortaphenyl, water, wood pulp, ambrosia extract, Co'qnixq Wuxi, and Red Nightshade. I'd like to add more, so that you REALLY don't know what you're going to get when you grow a strange plant seed. I thought about recommending we should add all reagents, but then you get silliness. Suddenly, your plants contain Chai Latte and Red Crayon Dust. So I've sifted through the reagents that are available in the game and put together a new proposed list of the names of the reagents as they appear in the code. My expanded list contains all the ones that you can find in strange plants now, plus any simple compounds or elements, drugs and poisons, and generic food-like reagents. I took out all the bar drinks except for very simple fermented beverages and tea/coffee grounds, the specific juices (carrot juice should come from carrots), anything that's obviously manufactured (welder fuel, dry ramen), and anything overpowered like Adminordrazine and Elixir of Life. The code in question, I think, is located in modules\hydroponics\seed.dm. I'm attaching what I think should be the modified section, as a text file, but I'm not a coder and I don't want to poke at it too much, because I don't want to mess things up. If this is a good idea, I would love a coder to look over it for stupid mistakes, check to be sure that this is actually the modification that needs to be made, and put in the extra chemicals list. I know it is probably long and unwieldy, but I found no very easy way to include all the interesting reagents while leaving out broken or ridiculous ones. So, list it is. It would sharply reduce the (currently respectable) chance of getting any currently available chemical out of an order of ten to fifteen strange plant seeds ordered from Ops, which means predictably getting Red Nightshade (if you're a bad guy) or Rezadone (if you're not) would no longer be possible... but well, you can't have everything. plant chems proposal.txt Edited December 23, 2023 by chaotic_idealism Quote
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