07-02-2022, 11:09 AM
(This post was last modified: 07-20-2022, 06:42 PM by github_bot. Edited 3 times in total.)
PULL REQUEST DETAILS
[rework][help wanted][add to wiki][WIP][input wanted]
About the PR
Design Document: https://hackmd.io/@XyzzyThePretender/H1oYQ8i9c
Developer Reference: https://hackmd.io/@XyzzyThePretender/HJm2Wciq5
This PR splits development from PR #8788 in order to facilitate feedback.
Biochemistry is a simple game system (compared to custom microbes) meant to provide ways to improve the station.
The Synthomatic is rebuilt around Biochemistry. The Synthomatic no longer produces pathogens, serums, vaccines, and antibodies.
Biochemicals are added. These reagents enhance the performance of certain objects and machines.
Biochemistry is not a complete replacement of pathology.
Below is a table of biochemicals and their effects.
These biochemicals are in continuous development. Their inclusion is not guaranteed.
| Name | Precursor | Effect (Subject to change/balancing) |
| -------- | -------- | -------- |
| Photovoltaic Cyanobacteria | Silicon | When applied to a solar panel, increments a permanent multiplier on the power output up to a limit. (+25%) |
| Swill-Reclaiming Microbes | Synthflesh | When applied to an occupied meatspike, adds more extractable meat. (+3 meat)
| Operational-Bioamplifiers | Copper | When applied to a tool recharger, halves the charging time. Can only be applied once. Boosts cell chargers and cyborg docking stations up to 2-3x charging rate.
| Dense Matter Autotrophes | Liquid Dark Matter | When applied to an RCD, improves the efficiency of all **construction** modes incrementally up to specified limits.
| Regenerative Synthreads | Carpet | On clothes (excluding eyewear, headsets, and masks), enhance relevant protection values incrementally to specified limits. (conductivity down, melee defense up, ranged defense up, minor explosion resistance up)
| Organic Sanitizer | Space Cleaner | When applied to any clothing, the clothing can no longer be stained. *This does not remove existing stains.*
| Alkane Catalysts | Napalm | When applied to a welder, changes the fuel use regime. The welder gains a 50% chance to bypass fuel consumption. If that roll fails, the fuel used may be reduced.
| Interlocked Nanotubes | Space Glue | When applied to an atmos pipe, x100 to pressure strength on first application. Immunity to rupture on second application.
Why's this needed?
Biochemistry will be the easier workflow of Microbiology and does not require knowledge or implementation of custom diseases.
Goonstation does not and probably will never have a complete system for machine and object upgrades.
Biochemistry provides a space for limited object enhancements without the need for spriting new modules or machine/tool variations.
Changelog
```changelog
(u)XyzzyThePretender
(*)Biochemistry added to the game.
(+)Biochemicals are special reagents that enhance objects and machines.
(+)The Synth-o-Matic now produces biochemicals instead of pathology stuff.
PULL REQUEST DETAILS
[rework][help wanted][add to wiki][WIP][input wanted]
About the PR
Design Document: https://hackmd.io/@XyzzyThePretender/H1oYQ8i9c
Developer Reference: https://hackmd.io/@XyzzyThePretender/HJm2Wciq5
This PR splits development from PR #8788 in order to facilitate feedback.
Biochemistry is a simple game system (compared to custom microbes) meant to provide ways to improve the station.
The Synthomatic is rebuilt around Biochemistry. The Synthomatic no longer produces pathogens, serums, vaccines, and antibodies.
Biochemicals are added. These reagents enhance the performance of certain objects and machines.
Biochemistry is not a complete replacement of pathology.
Below is a table of biochemicals and their effects.
These biochemicals are in continuous development. Their inclusion is not guaranteed.
| Name | Precursor | Effect (Subject to change/balancing) |
| -------- | -------- | -------- |
| Photovoltaic Cyanobacteria | Silicon | When applied to a solar panel, increments a permanent multiplier on the power output up to a limit. (+25%) |
| Swill-Reclaiming Microbes | Synthflesh | When applied to an occupied meatspike, adds more extractable meat. (+3 meat)
| Operational-Bioamplifiers | Copper | When applied to a tool recharger, halves the charging time. Can only be applied once. Boosts cell chargers and cyborg docking stations up to 2-3x charging rate.
| Dense Matter Autotrophes | Liquid Dark Matter | When applied to an RCD, improves the efficiency of all **construction** modes incrementally up to specified limits.
| Regenerative Synthreads | Carpet | On clothes (excluding eyewear, headsets, and masks), enhance relevant protection values incrementally to specified limits. (conductivity down, melee defense up, ranged defense up, minor explosion resistance up)
| Organic Sanitizer | Space Cleaner | When applied to any clothing, the clothing can no longer be stained. *This does not remove existing stains.*
| Alkane Catalysts | Napalm | When applied to a welder, changes the fuel use regime. The welder gains a 50% chance to bypass fuel consumption. If that roll fails, the fuel used may be reduced.
| Interlocked Nanotubes | Space Glue | When applied to an atmos pipe, x100 to pressure strength on first application. Immunity to rupture on second application.
Why's this needed?
Biochemistry will be the easier workflow of Microbiology and does not require knowledge or implementation of custom diseases.
Goonstation does not and probably will never have a complete system for machine and object upgrades.
Biochemistry provides a space for limited object enhancements without the need for spriting new modules or machine/tool variations.
Changelog
```changelog
(u)XyzzyThePretender
(*)Biochemistry added to the game.
(+)Biochemicals are special reagents that enhance objects and machines.
(+)The Synth-o-Matic now produces biochemicals instead of pathology stuff.
PULL REQUEST DETAILS