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Some simple additions to the Xenobotany lab


Kirk

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Posted

I've been playing a lot of Xenobotany lately, and have noticed there are a few useful things to Xenobotany that don't spawn in the lab. I would like to suggest the addition of these items.


Hand Labeler: In Xenobotany, you tend to make a lot of preloaded genome disks for designing your plants. However, you have to no labeler to label what each one does, so you're kind of forced to go bother the good folks at robotics for theirs.


Blender: There really should be one so you can grind your glowshrooms into liquid radium so you don't have to bother R&D to grind your glowshrooms. If you don't want to add a blender, what about adding a door connecting xenoflora to the chemlab?


A few more data disks to start with: I feel with 12 total genomes, four isn't quite enough disks to start with. I know you can ask R&D to produce more, but what if nobody is in R&D? I propose having the Xenobotany lab spawn with 6-8 disks.


Two packets of strange seeds: The most fun part of playing Xenobotany is the strange plants. But you have to order them from cargo. What if there is no cargo? You're stuck just mutating regular old plants with the same old reagants and same old mutations. Two pakcets of seeds spawning would at least give you the chance of making some botanical abomination.


Those are my propositions. Take them as you will. Thanks for listening.

Posted

+1, the blender is much needed for more than just the radium in the glowshrooms as well. Asking for a chem master to separate the gold from my apples would be pushing it, I guess, but a lot of plants have several reagents in them that need separating. As for the seeds, yes please. It makes your job so much more fun.

Posted

Honestly, the lab needs a little desk-office space to do shit with, the last lab had a desk space to work at, I don't think this one does.

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