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[MERGED PR] Mobification and rework of the man-eating plant - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +---- Forum: Good ideas! (https://forum.ss13.co/forumdisplay.php?fid=19) +---- Thread: [MERGED PR] Mobification and rework of the man-eating plant (/showthread.php?tid=21347) Pages:
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RE: [PR] Mobification and rework of the man-eating plant - Lord_earthfire - 06-18-2023 (06-18-2023, 08:25 AM)Brixx79 Wrote: I think feeding them synthmeat vs meat should have different effects since synth is pretty easy to get. Especially for botanists. Or at least a lower increase than the real deal. They don't eat synthmeat or fish. It's explicitely blacklisted, sonce both are very easy to get in botany and conceptually simply doesn't compare to the real deal. RE: [PR] Mobification and rework of the man-eating plant - Lord_earthfire - 07-19-2023 (06-16-2023, 11:44 PM)Lord_earthfire Wrote: Well, that's a necroing, but some stuff changed to the PR Most of these changes i mentioned here were implemented. Most notably, feeding humans/meat is buffed and splicing got dunked on... hard Seeds of the maneater start with the dominant genome gene strain and the temporary spliceability gene strain. This means all attributes of the maneater (species and stats) are dominant now and it can only be spliced once before gaining the splice blocker gene strain. That means it wont gain most stats from splicing, spawns as dominant species and you got only one shot at splicing it. I decided against blood increasing potency. I felt that would make tray chemistry on the maneater too easy. |