08-08-2016, 12:27 AM
(This post was last modified: 08-08-2016, 12:27 AM by Roomba. Edited 1 time in total.)
Keep in mind he's not talking about having more stuff inside the nanomed by default, he's talking about being able to refill its supplies with stuff you made from chemistry/ordered from QM. I can see it being a more useful feature for the port-a-nanomed, which is more or less a fancy rock once all the useful stuff has been exhausted.
Re: hacking the nanomed, it can already be hacked with a screwdriver and multitool/wirecutters to remove the ID lock, but maybe there could be an option for the MD/other heads to just swipe their card and un-ID lock the machine?
As for refills, maybe there could be an option to link it to the fabricator and chemmaster. Feed the fabricator metal and fabric, and it spits out blank patches and syringes/autoinjectors into the nanomed. Then have those be refilled via chems stuck inside the chemmaster, but with the chems heavily filtered so that only stuff that matches the original nanomed items will be produced (unless hacked).
Also yes mechanics needs a vending machine component already.
Re: hacking the nanomed, it can already be hacked with a screwdriver and multitool/wirecutters to remove the ID lock, but maybe there could be an option for the MD/other heads to just swipe their card and un-ID lock the machine?
As for refills, maybe there could be an option to link it to the fabricator and chemmaster. Feed the fabricator metal and fabric, and it spits out blank patches and syringes/autoinjectors into the nanomed. Then have those be refilled via chems stuck inside the chemmaster, but with the chems heavily filtered so that only stuff that matches the original nanomed items will be produced (unless hacked).
Also yes mechanics needs a vending machine component already.