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[Feature] New cloning modules
#1
Hi all,

This is a patch that expands some of the things you can do with cloning. It includes several new cloning-related items, including one new traitor item. Also includes some great new sprites from Eibel!

Summary of changes:

Speed module (SpeedyClone2000) - Doubles cloning speed, but you use 150% of the usual biomatter per clone. Found via QM traders.

Efficiency module (Biomatter recycling unit) - The cloning pod will use 50% of the normal biomatter per clone. Found via QM traders.

DNA Injector Module - Insert a DNA injector and then install into the cloning computer. All clones that come out of the linked pod will have the relevant mutation. Found via QM traders.

Mindwipe module - A hidden module that has the potential to give traitorous crewmembers a new outlook on life. Youll have to explore to find this one.

Mindslave module - A new traitor item, costs 7TC. Add this to a cloning pod and anyone cloned will be your loyal mindslave. This is a VERY obvious process - you may want to build a secret cloning lab lest you get discovered immediately!

[Image: ahkWI21.gif]

PR: https://github.com/goonstation/goonstation-2016/pull/76
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#2
The Mindslave module - Is it a traitor item for all medical personal, or just doctors? I really like the idea of it. It might even be worth ambushing sec, killing them, then stealing their cloning disks to have yourself a force of mindslaved security, assuming it's a permanent thing.

I'm always a fan of ways that antags can include others in their round (I.e. hive mind or mindslaving) so it's a great idea in my opinion.

On the subject of the other modules, can they be removed? How about the DNA injector being swapped out? I can see particularly rude traitors sticking something in like reinforced radioactivity or other harmful mutation.
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#3
(08-31-2018, 05:22 PM)Stryxic Wrote: The Mindslave module - Is it a traitor item for all medical personal, or just doctors? I really like the idea of it. It might even be worth ambushing sec, killing them, then stealing their cloning disks to have yourself a force of mindslaved security, assuming it's a permanent thing.

I'm always a fan of ways that antags can include others in their round (I.e. hive mind or mindslaving) so it's a great idea in my opinion.

On the subject of the other modules, can they be removed? How about the DNA injector being swapped out? I can see particularly rude traitors sticking something in like reinforced radioactivity or other harmful mutation.

The mindslave module is a geneticist-only traitor item. I didn't think about using sec's cloning disks. That is devious. I love it.

Module removal - yes. Use a screwdriver on the pod. Replacing the DNA injector module requires you to insert a new module. Doing this changes the mutation to the new one (i.e., each one is single-use). The mindslave module can also be screwdrivered off. Doing this causes it to self-destruct.
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#4
This is sweet!
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#5
DNA Injector Module
Does this have the same personal stability issues as being injected with the gene per normal injection?
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#6
(08-31-2018, 11:48 PM)Technature Wrote: DNA Injector Module
Does this have the same personal stability issues as being injected with the gene per normal injection?

Yes
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#7
(08-31-2018, 05:33 PM)Firebarrage Wrote:
(08-31-2018, 05:22 PM)Stryxic Wrote: The Mindslave module - Is it a traitor item for all medical personal, or just doctors? I really like the idea of it. It might even be worth ambushing sec, killing them, then stealing their cloning disks to have yourself a force of mindslaved security, assuming it's a permanent thing.

I'm always a fan of ways that antags can include others in their round (I.e. hive mind or mindslaving) so it's a great idea in my opinion.

On the subject of the other modules, can they be removed? How about the DNA injector being swapped out? I can see particularly rude traitors sticking something in like reinforced radioactivity or other harmful mutation.

The mindslave module is a geneticist-only traitor item. I didn't think about using sec's cloning disks. That is devious. I love it.

Module removal - yes. Use a screwdriver on the pod. Replacing the DNA injector module requires you to insert a new module. Doing this changes the mutation to the new one (i.e., each one is single-use). The mindslave module can also be screwdrivered off. Doing this causes it to self-destruct.

Honestly, given the whole secret cloning-setup-in-maint thing, maybe it would make sense to also be a mechanic thing?

(09-01-2018, 08:03 AM)Firebarrage Wrote:
(08-31-2018, 11:48 PM)Technature Wrote: DNA Injector Module
Does this have the same personal stability issues as being injected with the gene per normal injection?

Yes

Chromosomes will still work with these injectors, yes?

Also, a thought: maybe the injector module should work like a hypospray, with only dangerous mutations being admitted if its emagged.
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#8
After chatting a bit on discord we thought that mechanics should not get this item. 

Yes, it should work with chromosomes.

I'm actually fine with it giving dangerous mutations because 1. I dont see that happening too much and 2. They can be easily removed
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#9
Unless they stick in a reinforced radioactivity DNA injector.
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#10
Then bug somebody to stay in genetics to remove mutations from any poor bastard that comes out.

Preferably someone given radiation resistance.
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#11
(09-02-2018, 09:59 AM)Technature Wrote: Then bug somebody to stay in genetics to remove mutations from any poor bastard that comes out.

Preferably someone given radiation resistance.

Or just screwdriver the console to remove it
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#12
Would giving people bad mutations via cloning i.e. the example of reinforced radioactive as a non-antagonist be ahelpable? I imagine it would be.
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#13
(09-02-2018, 02:57 PM)MrMagolor Wrote: Would giving people bad mutations via cloning i.e. the example of reinforced radioactive as a non-antagonist be ahelpable? I imagine it would be.

I'm not an admin, but this is functionally the same as injecting someone the old fashioned way. I would assume anything that is illegal now is illegal with this as well.
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#14
This is so, so cool. That sprite is fucking awesome too. Does it make a red light, similar to the AI light? In that it can show a bit through walls etc. making it harder to hide in a secret area?
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#15
No red light, unfortunately. But come on now, we dont want to make it so difficult it never gets used!
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