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[PR] Experiment: Bodies no longer fit in Enzymatic Reclaimers [mdb ignore]
#16
(02-07-2026, 09:45 PM)Silent Majority Wrote: This will render mindhack cloner far more useless

based on the complaints about this that ive been seeing, I do think that emags should retain its previous functionality if they don't already (remove restrictions on humans that go in and accept full human bodies) and give the mindhack cloner deluxe kit have this reclaimer by default
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#17
Would it make sense to have a single emag make it restore the old eat-body-drop-items behavior, and then double-emag trigger having it eat everything?
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#18
(02-08-2026, 01:09 AM)glowbold Wrote: Would it make sense to have a single emag make it restore the old eat-body-drop-items behavior, and then double-emag trigger having it eat everything?

best of both worlds so yeah
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#19
As a secmain with plenty of executed-antag-reclaiming and getting-cloned-and-having-to-immediately-get-back-to-antag-hunting experience, This is a good change.

Not only is it going to generally increase RP but it'll also prevent "Oh god it's a ling, QUICK RECLAIM IT!!!" situations. Also some additional downtime between killing an officer and having them run at you guns-blazing again

The one thing I think is NEEDED as a complimentary addition to this PR is more morgue space on most stations (Neon's two trays being a very good example) and the ability to easily label bodybags with a pen, maybe with a possibility to tag them different preset things as well. (Having to find a hand labeler to mark a bodybag as "EXECUTED - DNR" will probably lead to security just spacing or HE'ing executed bodies on the spot as it currently tends to happen.)
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#20
I was actually working on revamping all the morgues to allow for slightly more body space… I should go back to that. I’m content with this change also!
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#21
Good change in my opinion.
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#22
I will miss having the sneaky emag remove all of a persons gear, was always satisfying seeing a HoS or Cap lose their equipment because some one craftily snuck an emag in.

I would like the feature to remain on the syndicate mindhack cloner so it comes with an upgraded reclaimer.

I do wonder how this change will effect the cloner upgrade modules.
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#23
Maybe have the enzymatic upgrade module let you stuff bodies in at the cost of slower processing?
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#24
(02-07-2026, 11:55 PM)Mikeistaken Wrote:
(02-07-2026, 09:45 PM)Silent Majority Wrote: This will render mindhack cloner far more useless

based on the complaints about this that ive been seeing, I do think that emags should retain its previous functionality if they don't already (remove restrictions on humans that go in and accept full human bodies) and give the mindhack cloner deluxe kit have this reclaimer by default

The mind hack cloner is too expensive to purchase with an emag
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#25
(02-08-2026, 03:25 PM)Silent Majority Wrote:
(02-07-2026, 11:55 PM)Mikeistaken Wrote:
(02-07-2026, 09:45 PM)Silent Majority Wrote: This will render mindhack cloner far more useless

based on the complaints about this that ive been seeing, I do think that emags should retain its previous functionality if they don't already (remove restrictions on humans that go in and accept full human bodies) and give the mindhack cloner deluxe kit have this reclaimer by default

The mind hack cloner is too expensive to purchase with an emag

reread it again
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#26
This update, while good intended, sucks.

As someone who plays medbay a lot, it is an exercise in frustration and the only logical step I can think of is immediately having engineering install a kitchen gibber in the morgue, as doing organ harvests simpy takes too much time for too little gain. While fine for the initial few deaths, when casualties start to pile up, doctors go missing and you are only a few people in medbay you can't keep up.
Oh but sure, death should be meaningful - Fine, then just remove cloning, but as long as cloning exists people expect to be cloned in a reasonable amount of time provided their bodies are not rotten (if no necroscan) or they had a pre existing clone scan. Right now, it is just an exercise in frustration for the doctor having 3 bodies on the ground and not enough biomass to even start one cloning.

If cloning didn't exist it would be better as then we wouldn't have that problem, but right now it just pisses me off (and other people as well from what I read from ghost chat).
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#27
(02-08-2026, 08:15 PM)Zombie Wrote: This update, while good intended, sucks.

As someone who plays medbay a lot, it is an exercise in frustration and the only logical step I can think of is immediately having engineering install a kitchen gibber in the morgue, as doing organ harvests simpy takes too much time for too little gain. While fine for the initial few deaths, when casualties start to pile up, doctors go missing and you are only a few people in medbay you can't keep up.
Oh but sure, death should be meaningful - Fine, then just remove cloning, but as long as cloning exists people expect to be cloned in a reasonable amount of time provided their bodies are not rotten (if no necroscan) or they had a pre existing clone scan. Right now, it is just an exercise in frustration for the doctor having 3 bodies on the ground and not enough biomass to even start one cloning.

If cloning didn't exist it would be better as then we wouldn't have that problem, but right now it just pisses me off (and other people as well from what I read from ghost chat).

I don't know how removing cloning would fix your problem you seem to have with bodies piling up in the morgue.

I also think you may have the wrong method of getting biomass on your mind. Blood (and I'm pretty sure synthflesh) works and it's a lot more efficient than any other physical (organs/meat/etc) method, just get a monkey and an IV drip if the blood supply fridge is empty.

the only problem from there is, that you can't tip reagents directly to or from IV drips so it's kinda slow and painful to manually fill a beaker 25 times and also fill the clone pod 25 times.I think they need to fix that
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#28
In specific 32 units of blood is equal to one cloned human, biomass numbers are kind of scuffed right now and should probably be changed regardless of this pr or not.
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#29
(02-08-2026, 08:46 PM)GARGATHUGANOKSREVENG Wrote: I don't know how removing cloning would fix your problem you seem to have with bodies piling up in the morgue.

I also think you may have the wrong method of getting biomass on your mind. Blood (and I'm pretty sure synthflesh) works and it's a lot more efficient than any other physical (organs/meat/etc) method, just get a monkey and an IV drip if the blood supply fridge is empty.

the only problem from there is, that you can't tip reagents directly to or from IV drips so it's kinda slow and painful to manually fill a beaker 25 times and also fill the clone pod 25 times.I think they need to fix that

The problem is not bodies piling up, I have no problem sending dead bodies either via kitchen chute or to disposals. The problem is getting enough biomass in a reasonable amount of time. It is as you say painful to manually fill a beaker or harvesting organs or or or.
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#30
Balance Tweaks:

Enzymatic Reclaimer:
* Added regular help text and syndicate help text
* Takes up to 10 meat/organ items (from 7)
* Processes meat 20% faster
* Organs/limbs/meat give 100% more biomass
* Emag allows for body disposal (double-emag to also dispose items)
* Mindhack kit reclaimer comes pre-emagged
Clone pods:
* Store 60% more biomatter
* Start with more biomatter

The intent of these changes is to allow for larger batch processing and reduce the volume of meat required. These numbers may change in the future.
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