05-06-2016, 07:03 AM
I've messed around with botany quite a bit lately and as many people have found it is currently pretty useless. The production of even a single botanist far outstrips any need the station might have and as long as you don't need huge amounts of whatever is grown it is usually quicker to get it somewhere else. The potential for traitors is also rather limited with really only one useful option unique to botany, exploding crops. And while I had fun potatobombing the station I don't think that is quite working as intended.
Roomba already suggested here to add more potency effects which would certainly be nice. My focus is more on the potential I see with crop splicing.
So, what are the strenghts of botany and splicing?
What are the problems I see currently?
Firstly I would like to see more base reagents in the different plants so more interesting reagent combos are possible. In my opinion all plants should contain some sort of reagent regardless of them bearing fruit.
Secondly the mutated plant variants need to be spliceable as well allowing the additional reagents to be carried over into the spliced version.
Thirldy I would love to see some rarer reagents and other complex chems contained in mutated plants. For example radweed could contain radium and smoldering radweed uranium. Or I could see a plant containing voltagen. Here the balancing gets a bit more difficult of course.
With these three things splicing could be a whole lot more interesting. For example just adding phosphorous to a plant would suddenly make it possible to have a smoke reaction contained in a plant through splicing. Having salt would allow a plant to make saline-glucose solution when consumed. I would need to make a list for what plants could contain which reagents without breaking all logic but some stuff like having iron in iron wheat just makes sense.
The balancing factor to all of this should be the splice potential of the various plants. You would often need to go through several other plants in between adding more reagents you don't even want and diluting your final product. One more idea for balancing the contained reagents would be to have most plants start out with some sort of basic plant extract. In the case of fruits for example this is already the case with their natural juice. These would further dilute the final spliced product and could be used to determine taste.
The next step would be to have certain plants act as delivery mechanisms. Thrown Tomatoes and eggs could for example work like getting the reagents splashed on you. The slurrypod explosion already splashes the slurry around the area IIRC, it currently can only be spliced with radweed so I have no idea if it could carry other reagents. Lashers could inject their reagents and killer tomatoes and maneaters could be the botany traitor version of a wizard golem. Maybe have clockwork orange acting as a timed reaction?
Again I envision the splice potential being the balancing factor here with the more potent delivery plants being harder to splice into. Tomatoes for ranged splashes might be too simple but apart from that I think a proper balance is possible. Especially if you factor in that even on a 100% splice its 50/50 which source plant the hybrid takes after. So risking limited seeds of alien plants or maneaters on that is a high risk.
Lastly I would love some mass production facilities for botany where you can just dump in your harvest and get the product you want. In the most basic form I imagine it would be a combination of reagent extractor and chemmaster, you select which reagents you want and how they should end up (pills, patches, bottled, etc.). Dump in any number of plants and get as much of the final product as is possible. You don't need to manually click so much, the time it takes should be similar though and maybe add a certain loss percentage.
The cooler version would be an actual assembly line, different machines strung together on a conveyor with different configurations. These could include a heater/cooler, a still and maybe more. No idea where you could fit all this on the maps though.
One final thought I've had is that it would be cool if all vending machines and assembly machines on the station would work with limited tanks containing the necessary reagents. So your medbay vendor wouldn't start with 12 silver sulfadiazine patches but rather contain a tank with enough silver sulfadiazine for 12 patches. A replacement tank could be either ordered from QM (expensive) or filled by botany or maybe mining. It would add a whole level to the station economy though I shudder in horror at how much coding all that would entail. And it could end up being really annoying so let's leave that for another time.
Roomba already suggested here to add more potency effects which would certainly be nice. My focus is more on the potential I see with crop splicing.
So, what are the strenghts of botany and splicing?
- Mass production of crops and the reagents within
- Harvesting more complex chems directly from plants.
- Seemingly limitless scaling of how much reagent can be in a single plant
- Impossible reagent combinations in a unique semi-stable state (both in crops and in honey). From my understanding they react as soon as something triggers a check of the chemical state, this is when they change containers (eating/extracting/rolling a joint) or get heated.
What are the problems I see currently?
- Mutated plants can't be spliced properly, loosing the unique reagents within (no cannabis containing meth)
- The variety of reagents available is very limited
- The reagents within the plant are often lost in processing (no wine containing THC) or lose the semi-stable state and react immediately.
- Certain plants can't contain reagents though this is rather minor. (e.g. trees)
- Extracting the reagents in the large amounts you get them is rather slow and tedious.
- The one useful splice combo (potatobombs/grapes of wrath) is too simple and strong in my opinion. Seething tomatoes were nerfed for similar reasons if I understand correctly.
- Alien plants and weed type plants have little to no function and are mostly not spliceable.
Firstly I would like to see more base reagents in the different plants so more interesting reagent combos are possible. In my opinion all plants should contain some sort of reagent regardless of them bearing fruit.
Secondly the mutated plant variants need to be spliceable as well allowing the additional reagents to be carried over into the spliced version.
Thirldy I would love to see some rarer reagents and other complex chems contained in mutated plants. For example radweed could contain radium and smoldering radweed uranium. Or I could see a plant containing voltagen. Here the balancing gets a bit more difficult of course.
With these three things splicing could be a whole lot more interesting. For example just adding phosphorous to a plant would suddenly make it possible to have a smoke reaction contained in a plant through splicing. Having salt would allow a plant to make saline-glucose solution when consumed. I would need to make a list for what plants could contain which reagents without breaking all logic but some stuff like having iron in iron wheat just makes sense.
The balancing factor to all of this should be the splice potential of the various plants. You would often need to go through several other plants in between adding more reagents you don't even want and diluting your final product. One more idea for balancing the contained reagents would be to have most plants start out with some sort of basic plant extract. In the case of fruits for example this is already the case with their natural juice. These would further dilute the final spliced product and could be used to determine taste.
The next step would be to have certain plants act as delivery mechanisms. Thrown Tomatoes and eggs could for example work like getting the reagents splashed on you. The slurrypod explosion already splashes the slurry around the area IIRC, it currently can only be spliced with radweed so I have no idea if it could carry other reagents. Lashers could inject their reagents and killer tomatoes and maneaters could be the botany traitor version of a wizard golem. Maybe have clockwork orange acting as a timed reaction?
Again I envision the splice potential being the balancing factor here with the more potent delivery plants being harder to splice into. Tomatoes for ranged splashes might be too simple but apart from that I think a proper balance is possible. Especially if you factor in that even on a 100% splice its 50/50 which source plant the hybrid takes after. So risking limited seeds of alien plants or maneaters on that is a high risk.
Lastly I would love some mass production facilities for botany where you can just dump in your harvest and get the product you want. In the most basic form I imagine it would be a combination of reagent extractor and chemmaster, you select which reagents you want and how they should end up (pills, patches, bottled, etc.). Dump in any number of plants and get as much of the final product as is possible. You don't need to manually click so much, the time it takes should be similar though and maybe add a certain loss percentage.
The cooler version would be an actual assembly line, different machines strung together on a conveyor with different configurations. These could include a heater/cooler, a still and maybe more. No idea where you could fit all this on the maps though.
One final thought I've had is that it would be cool if all vending machines and assembly machines on the station would work with limited tanks containing the necessary reagents. So your medbay vendor wouldn't start with 12 silver sulfadiazine patches but rather contain a tank with enough silver sulfadiazine for 12 patches. A replacement tank could be either ordered from QM (expensive) or filled by botany or maybe mining. It would add a whole level to the station economy though I shudder in horror at how much coding all that would entail. And it could end up being really annoying so let's leave that for another time.