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Brainstorm: make toxins useful again
#14
Perhaps something to do would be to add new chemical reactions to the game that required higher temperatures than the reagent heater can achieve? So you set up a fire reaction in chamber A to heat up a gas mix or beaker full of chemicals in chamber B. I don't know what those would be, but they would have to be pretty interesting to justify the trouble you'd have to go to.

One thing that comes to mind is taking common ores (mauxite/molitx/pharosium) and smelting them to produce rarer ores (Maybe requiring the presence of gas mixes, with the closer the gas mix is to an ideal ratio the more efficient the reaction?). Then you smelt rare ores to produce high-selling ores. I don't know if it would make things easier overall, but it would at least give another option for acquiring that stuff. Miners, bless their hearts, just aren't efficient enough or, oftentimes, existent enough to fulfill the station's needs. So many great items are hardly ever seen because you don't have the materials. Of course, that would mean making some significant modifications to toxins and to the game as a whole.

1. Create new super-heat resistant/heat-blocking floor tiles and walls, which require more than just standard metal to produce.
2. Create new reinforced pipes (VERY IMPORTANT) able to handle high pressure better, as well as a way to reinforce existing pipes
3. Add some way to both add and remove objects from the chambers without having to enter it (a chute? Something like the floor flusher in the brig used to remove prisoners?)
4. Improve the temperature sensors and pump control computer so they can tell you when the temperature in the chambers is holding stable
5. Also add a pump control computer function that controls heat bleed from one chamber to the other in some way.
6. Add a cold loop to all reaction chambers (The contents of which do not interact with the chamber itself) so you can cool down the chamber after heating it up.

Actually, now that I think about it, if it's going to be used this way, it would be better to move the toxins lab to a new area, perhaps near the cargo bay and engineering? Give engineers, scientists and QMs access (You know, to increase the potential havoc). Then in the space where toxins used to be, you put that particle accelerator lab some people in the SA thread were talking about.

A while back I cut together an image of an improved cargo bay I'd love to have (shameless plug: it's in the "The cargo bay I wish I could have" thread). Maybe I should do the same for this new toxins/smelting/mixing lab.
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